Friday, April 8, 2016

Dark Continent Redux: Riot/Afterward

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



Riot
2 XP for clearing out the native thieves.

There is a native worker strike occupying the diamond quarry in the hills just outside of the city.  It’s not actually part of the general uprising.  They’re protesting pay and working conditions.  Management has been angry over repeated thefts of the merchandise, which was part of the uprising.  After a tense negotiation, the workers have fingered the thieves, who are, indirectly, working for Kurtz and helping to bankroll his revolt.  The workers have agreed to abandon their protest line at a given time and let the authorities have them in return for concessions. 

The authorities are wary though.  The native thieves are holed up in an underground area.  They are shrouded in supernatural darkness (beyond just underground darkness).  Further, a previous effort at force was repulsed by a “swordsman of extraordinary ability.”  And this is everything Captain Crane, of the colonial military, tells the group after they find him and present their introduction papers.  At a signal from the Captain, the native protest leader acknowledges it, and the native protesters leave their picket line.  A native leads the Characters inside and to the area where the thieves are holed up.  Captain Crane will tell the Characters to “make an example of them,” and that they will wait for their signal to enter.

Kurtz’s natives have stolen quite a bit (even beyond diamonds), so it wasn’t unexpected they were eventually caught.  The recriminations against the workers was also not unexpected, but the native strike was.  Kurtz sent one of his Demon Host and a couple of Witch Doctors to reinforce his men.  They’ve been working non-stop to dig out whatever else they can and prepare it for immediate teleportation transport.  Again, the secret deal with the workers and troops caught them unaware.  The natives and the Demon Host will be trying to delay the Characters, while the Witch Doctors prepare a teleport spell for their booty.  

The native guide leads the group to a rough, branch passage.  There are a few bodies of dead soldiers littering the outside of the area.  In the Ambush cavern, 4 Natives firing blowgun darts will attack them at the entrance.  Inside the chamber is also an Elder Native. 

In the Passage behind them, any torches or mundane lighting will immediately extinguish.  The Demon Host, Blind Swordsman will then attack.  Only some form of supernatural lighting will work in this passage, and even then only within a 5’ area (the immediate, personal area around the Character).  Without some lighting, the Characters are in the dark (To Hit goes to +0, and their AC goes to 10, unless they have infravision).

In the Teleport chamber, the lighting returns to normal.  2 Witch Doctors are present, along with a pile of rough diamonds and gold and other goods.  One will defend while the other will be working the ceremony spell.  It will take 2 rds for the spell to go off, unless disrupted (he’ll try again, unless prevented), otherwise the Witch Doctors will escape with the treasure.   

This encounter could leave the group in the room with a bunch of diamonds and gold.  Troops will not come inside until given an all-clear by the Characters.    They could conceivably hide a good deal of riches, since they won’t be searched on the way out, unless they’re very stupid. 

Blind Swordsman
HD 5 (d10), Hp 50, AC 14 (None), Enhanced Init +4
Fort +8, Ref +5, Will +1
Melee: 2 x Katana +9 to hit 1d10+4
Ranged: Light Flash from Sword against all opponents in S range, once per encounter, DC 12 Con Sv or Blinded for 2 rds.
Special Weakness: He has tremorsense and enhanced hearing, but he is blind.  Anything that interferes with his other senses will confuse him.  While he generally has great situational awareness, he can be surprised in certain situations since he can’t see.
Description: A swordsman in loose clothing wearing a blindfold.


Afterward
Back at the hotel bar, Mrs. Babbin is there to greet the Characters and tells them their request now has special status.  In the meantime, she offers to buy them all a round of drinks and hear their story.  And another round, and another, and . . . Mrs. Babbin parties hard.  The Characters awake the next morning.  Some are missing undergarments and may feel somewhat violated.

The Baron arrives at their room bearing gifts.  First, he gives them an elixir for their hangovers.  Then, he hands them their Interior travel permit.  It includes a lengthy handwritten “thank you” note from Mrs. Babbin with a few highly unprofessional, but complimentary, anatomical references.  The Baron drops the name of a recommended caravan company making for Central Station, which is leaving later this morning near the docks.  He gives them a bag of coins to cover their transit costs.  Lastly, the Baron hands them a sealed note, which he has not read, “Guffey, Owner of the Dagger Inn at Central Station.  Destroy this note in a fire and do not talk about it.”  This is their next contact. 

The Baron walks them out and points to down the docks to the caravan.  As the Baron finishes, two people stick their heads out the Baron’s carriage on the street, “Baron, come on!  The horse races won’t wait for us!”  It’s the fat man from the docks and Mrs. Babbin.  If asked, the Baron will say that he put Horace in his debt by getting him out of jail for that affair on the docks, and that Mrs. Babbin had wished to thank him for recommending the Characters to her service.  (Or this was all a test.  Or an elaborate con-job.  The Characters will never know for sure.)  “Baron!” they call for him again.  “Well gentlemen, I must be going.  Good luck on your errand.”  At least the Characters will be very happy to leave town at this point.  

Thursday, April 7, 2016

Dark Continent Redux: Favored

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




Favored
1 XP just for enduring this encounter.

Back at the hotel bar, the Baron will find their adventure amusing and wished he’d been along.  It would have been better entertainment than the meeting he’s just had.  The Baron’s managed to secure an audience for them with an Interior Minister’s Sub-deputy, Mrs. Babbin.  In spite of his and Mrs. Kurtz’s influence, the bureaucracy is proving impenetrable.  They must meet with this official themselves.  She seems amenable to expediting the request, but doesn’t seem to be fishing for a bribe.  In which case, the Characters’ services may be required for a favor to the state.  “At least I hope so.  If it’s a personal favor and she wants sex, you’ll really have to earn it.”

The Governor’s Palace Complex is reached via a highly unnecessary and very expensive magic-driven tramway going up to the plateau.  [The tram was mentioned in a deleted section of the Heat of Darkness manuscript.  Too cool to leave out.]  With the Baron vouchsafing for them, the Characters are issued Commonwealth seals at the heavily guarded front gate (which will be recovered from them when they leave).  All visitors, servants, and officials must wear a seal on the outside of their clothes at all times, or be subject to immediate arrest.       

The Baron escorts them to the Interior Ministry building and tells them that they’re on their own.  After navigating a confusing maze of offices, they find Sub-deputy Babbin’s office.  Mrs. Babbin is fat toad and quite full of herself.  “Well, the Baron’s friends are here and they want something only I can give them,” she looks them over, like she looks over a savory meal, which she apparently rarely skips, “He didn’t tell me how attractive you all are though.  Mmm.  Mmmm.”  Make everyone sweat here for a moment.

“Ah, well.  No time for group fantasies.  You need an Interior travel permit, as a ‘mercenary company,’ because otherwise traveling around the Interior, heavily armed, and without papers, would mark the group as a bunch of highwaymen and get you hanged.  You won’t be able to get in with a caravan, a ship, or into Central Station or Inner Station without a permit.  If you all really wish to fight, you should all join the military and get out and fight the uprising,” looks around the group, “No?  Well then, these requests usually take a couple of months.  Good day.”  And she goes back to paper shuffling.

I hope the Players can take the initiative at this point (no, do not roll for Sense Motive).  They should be asking, what can they do to move the request along quicker.  (Unless they have some mind control ability, maybe a Charm Person spell.  Of course when it wears off, their permit will be revoked and they’ll have to do this over again and provide sexual favors for Mrs. Babbin.  She’s been very lonely since Mr. Babbin passed away.)  “Well, with a substantial ‘contribution’ to the Commonwealth employees’ retirement fund, say 5000gp, perhaps your request will be processed quicker and you’ll only have to wait a month for your permit.” 

With an exasperated gasp from the Players, they should ask if there’s anything they could do to get it even quicker.  “Ah, now we’re down to brass tacks.  Your reputation proceeds you here.  There is a task, for which you may be qualified, that would be a service to the Commonwealth,” she fills out and signs a document and hands it to them, “It’s a bit dangerous though.  Take this to the diamond quarry outside town and present it and yourselves to commander there.  He’ll tell you what needs to be done.  Afterward, your request will be given a special status and maybe we can all go for drinks this evening.”  Mrs. Babbin winks.

[If the Players are angered by this encounter, you’ve done it correctly.  It’s a corrupt government bureaucracy.  Be grateful it wasn’t worse.  At least they’ll appreciate the combat segments more.] 

The Baron meets them outside.  He offers his carriage to take them to the quarry.  “I’ve heard about some sort of native trouble there.  It may be difficult business.  Good luck.”

Wednesday, April 6, 2016

Dark Continent Redux: Asylum

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




Asylum
1 XP for running off The Fool AND not killing anyone else.
-1 XP for killing anyone other than the Fool.



News travels fast in these parts.  When the Characters come down to the bar for breakfast, the other patrons stand and applaud them.  They’ve heard that they defended Kurtz’s fiancĂ©e from native assassins (and hopefully succeeded, otherwise the congratulations will be a bit muted).  Everyone wants to hear about it and, of course, the meal is on the house. 

The Baron arrives to similar accolades, which he gracefully accepts.  As the group gathers in a secluded alcove, the Baron becomes more serious.  He had heard the tales of the so-called Demon Host, human-ish creatures with supernatural powers that were aiding the uprising, but hadn’t believed them.  The disturbing thing is that he recognized the two beings from last night.  They had been explorers recruited by Kurtz for his expedition to the Forbidden City. 

As the Intended had mentioned, there’s another former member of that expedition in the city, but has been committed to the insane asylum.  “He was put there because he was acting like a lunatic.  He kept telling people that Kurtz was behind the native rebellion.”  The Baron is still working on acquiring their travel papers, which has been greatly aided by their heroics last night and a recommendation from Mrs. Kurtz (once again, really hoping they saved her).  He has a meeting here this morning with an official.  In the meantime, perhaps the Characters would like to meet the “mad Mr. Frederick Codus?” 

The Baron lends the group his carriage to take them to the outskirts of town.  He’s already spoken to Codus, and what he heard convinced him to enter into this conspiracy that he and Characters have joined (and also that the Intended, must not be allowed to speak to him).  The caretakers are surprised that anyone would be asking to speak to Codus, but will let the Characters in (ahem, for a small gratuity).  After being relieved of their exposed weapons (for the patients’ safety), they are brought to a dayroom with other inmates with various forms of mental illness.  They are fingerpainting, molding clay, staring at the walls, etc.  Codus is brought in, wearing a straitjacket, and seated at a table with the Characters.   
 
“I knew you were coming,” is the first thing he says to them.  “Been watching you.  Saw you on the ship.  Saw you at the hotel.  Saw you with Kurtz’s wife.”  How?  “I got eyes everywhere, man.  I can see it all.  That’s why Kurtz sent me back here.  To see what you people here were plotting against him.  Him and his plan.  Are you people really the best they could send against him?”  If the Characters have long history of adventuring, feel free to have Codus remind them of some of their more ignominious moments.  “I call myself, ‘The Fool,’ but those who plot against Kurtz are the real fools.” 
 
Let the Characters ask whatever questions they want and divulge whatever seems interesting.  Kurtz is running the rebellion from the Forbidden City.  He “enlightened” the members of his expedition and they became his “Demon Host,” using their gifts to aid the great man and his plan.  What’s the plan?  “He’s going to transcend humanity, man.  And he’s going to take those loyal to him with him.  Nobody’s going to be fighting him.  You’re going to all want to join him.” 

[In reality, “The Plan” is nothing more than the whimsical, insane desires of a power-mad and extremely powerful wizard, who’s completely lost his mind.  Hey, let’s possess my crew with demons.  Let’s do the same to my native followers.  Let’s evolve some apes today.  Let’s make everyone undead.  Hey, let’s bring up a demon lord from the pit!  There’s no plan, just meticulously executed schemes, calculated to lash out at all humanity.]       

At some point, the Characters should have enough of this sycophantic jerk off.  “I didn’t say you could go.  You haven’t even spoken to Mr. Jacks.  He’s hurt that you’ve been ignoring him all this time.”  Whoever asks about Mr. Jacks, gets to meet him.  The Fool’s invisible friend materializes and attacks.  Meanwhile, the 10 mind-controlled staff and inmates in the room move to surround and attack the Characters (AC 10, Hp 6, To Hit +0, All Saves +0, 0 damage).  They will attempt to swarm and grapple the Characters, picking out the weakest looking ones (like any wizards).  The Fool is still sitting in his straitjacket and laughing.  He won’t even bother using his powers until somebody hits him. 

Okay, the Characters mostly unarmed (assuming a couple of daggers have been snuck in), but have their magic.  However, killing these innocent possessed people would be a no-no.  They’re no real threat to the Characters, make that plainly apparent.  Killing the Fool, on the other hand, is to be encouraged (though he’ll probably teleport first).  The others should just be getting in the way of doing that.  With the Fool out of the way, his minions fall unconscious.  They come around in a mild state of confusion soon enough.  The Characters can leave at that point and recover their weapons up front.            

The Fool
(5th level Psychic)
HD 5 (d6), Hp 20, AC 14 (Shield spell, blocks Magic Missiles),
Enhanced Init +4
Fort +1, Ref +1, Will +9
Melee: None
Ranged: None
Special Defense: Detect Thoughts 50’, can’t sneak up on him.  Fearless.
Teleport Contingency: Upon being reduced to five or less hp (even 0), The Fool will call out Kurtz’s name and will teleport away on his turn.  His Hp will be healed for the next meeting.
Description: A very tattered, disheveled, scrawny creature.  He wears a wide-brimmed straw hat.

PSI Powers +7, Save Against 15, 3 cumulative failures in a turn/encounter
1ST-LEVEL PSI POWERS (DC 13 to cast)
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Summon Servant Spirit: HD 1 + ½ level, d8, Max hp, Attack 1d6 + ½ level damage, Save as Ftr level equal to HD, Lasts 1 turn/encounter, Int bonus x day.  Spirit is insubstantial and invisible, though it must become visible to attack and interact with the real world.
“Mr. Jacks” HD 4, Hp 32, Fort +4, Ref +1, Will +1, Punch +4 to hit 1d6+3

2ND-LEVEL PSI POWERS (DC 14 to cast)
Psi-Mass Stun: Stuns 4 sentient entities for 1 rd.  (Will Sv)
Psi-Blast:  13 impact damage + Knocked down. (Will Sv all damage) Medium range.
Scare: Panics targeted creatures of less than 6 HD.  All non-allies in immediate area.  5 turns. (Will Sv)

3RD-LEVEL PSI POWERS (DC 15 to cast)
Greater Psi-Blast:  15 impact damage + Knocked down. (Will Sv all damage) Medium range.

Tuesday, April 5, 2016

Dark Continent Redux: His Intended

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




His Intended
1 XP for saving the Intended.  1 XP for saving the Dragon Bones.


Kurtz’s townhouse in Home Station is in the fashionable section of town, amongst other stately homes.  The Baron is a cousin of Kurtz’s fiancĂ©e, his “Intended.”  (Name her as you will.)  The Baron cautions the group to use the utmost discretion around her.  The Intended may be told that they are off to join him, but not their true mission or Kurtz’s current status.  “She does not know, but I think she suspects.”  They are there gain her favor, which will aid in replacing the group’s travel documents and also to gain some intelligence on Kurtz.  She was in constant contact with him until recently.

It is lavish two-story building.  There are 4 native servants scurrying about.    Inside, he introduces them to the Intended, Mrs. Kurtz.  She is a fine, elegant woman in the mold of a Jane Austen heroine, but obviously burdened with many troubles.  She demurs at being called Mrs. Kurtz as the wedding has not yet taken place.  The Characters are introduced as associates who have volunteered to join Kurtz in the field, immediately gaining her favor towards them.        

At dinner, the Intended will offer whatever help she can by way of information and influence.  She can give them some backstory.  Her and Mr. Kurtz (how she refers to him) had met long ago in the old country.  Later, Kurtz had made his fortune from finding the Dragon Boneyard.  He proposed to her and brought her to his station, a plantation deep in the Interior, south of Inner Station.  He always seemed very troubled and distracted.  It was something about the dragon bones.  He finally sent her away to Home Station, before finishing the estate house, before even the wedding.

Kurtz has provided for the Intended well, but has not personally come to visit in over a year.  She has several of Kurtz’s progressively insane letters that he wrote to her from the field, which have recently stopped coming.  He found, deep in the jungle, a “Forbidden City,” filled with strong magic power.  “He said he felt safe there.”  Soon after, the uprising started.  “He’s been fighting it, as everyone knows.”  She’s desperately worried about him.  All she has heard lately is that a member of his original expedition to the Forbidden City has returned to Home Station, but has been committed to the asylum.  “I should like to visit him, but the Baron says the man says such disturbing things about my beloved, that I should stay away.”  The Baron looks around at the Characters and nods.  She’s worried that even after the uprising is put down, Kurtz won’t send for her.  “Perhaps he has become too enamored of his jungle to ever leave it.”

It’s all too sad, and about to get worse as uninvited guests arrive.  Perhaps it was the appearance of the Characters or just coincidental timing, but Kurtz has ordered his townhouse raided.  He wants his bride-to-be and a large dragon bone in the basement.  There are two groups penetrating the house.  Demon Host Gas and 2 Native Warriors are tasked with snatching the Intended, while Rockman and a Witch Doctor will break into the basement vault.  The natives will fight to the death, but the Demon Hosts will not, either retreating or teleporting depending on their condition.

The butler is killed answering the door, as the two groups enter, but he’ll give out a scream.  Rockman and the Witch Doctor head immediately to the basement, as Gas and his warriors make for the dining room.  The Baron will protect his favorite cousin with his life (but don’t get him killed off, just knocked unconscious if brought to 0 hp).  The other 3 servants are also in the dining room with the group.  They love their sad, kind mistress and will defend her as useful distractions (AC 10, Hp 2, To Hit +0, All Saves +0, 1 damage).  The Intended does not fight and will pass out if grabbed.   

In 3 rds, the townhouse is rocked, as the basement vault is blown open.  The Baron will say that they must be after the dragon bone below.  The Witch Doctor will take the bone and run out of the house and disappear into the night 2 rds later.  Rockman will then assist in trying to take the Intended.  Their goal is to take the Intended, not fight it out with the Characters: just grab her and run.  They will simply retreat if the Characters are stalemating them from taking her (say 3 rds).  If the Intended is captured, give the party one, quick opportunity (2 rds) to rescue her outside, before she is lost in the night.  (If one of the Players says, “Shoot the hostage,” reach out and physically hit them.)  The Demon Hosts will also teleport if they take severe damage.      

Assuming the Intended is not captured, the Baron will insist that she move into the Governor’s Palace Complex with him.  (If she’s taken, we’ll see her again much later, but frankly, it would probably be better if she isn’t taken.  Give the Characters a good chance to save her.)  He will also mention that there have been several robberies lately of dragon bone artifacts in the city.  The Intended gives the party access to townhouses’ ruined vault, specifically each is given a magic weapon or armor (or better than the one they have) or a magic wand (Fireball or Lightning, 10 charges).  She also gives them her engagement ring and tells the party to give it to Kurtz.  He must return it to her himself if he still loves her.

Everyone will leave together to escort her and any servants to the Baron’s palace apartment and then carriage will take the Characters back to their hotel.  The Baron, somewhat shaken once he’s away from his cousin, thanks the group and says he’ll contact them in the morning at the hotel.

Rockman
HD 5 (d12), Hp 60, AC 18* (Magic to hit, but see below)
Fort +8, Ref +1, Will +1
Melee: Double Bladed Sword +9 to hit 1d10+4
Ranged: Thrown Spinning Sword +5 to hit 2d10+4, M, returns when thrown
Special Weakness: Called Shot to the eyes, can be hit by normal weapons.  One eye destroyed -5 to Melee and Ranged To Hit.  Both eyes, blinded, To hit for Melee or Ranged goes to 0.  If blinded, will throw Sword when frustrated, upon any miss, sword hits him and he takes full damage.
Teleport Contingency: Upon being reduced to 10 or less hp or losing 1 eye, Rockman teleports away on his turn.  He will be fully healed for their next meeting.
Description: A man with rock-covered skin.

Gas
HD 5 (d6), Hp 20, AC 10* (Magic or fire to hit, See Below)
Fort +1, Ref +1, Will +1
Melee: None
Ranged: Spew Gas +5 to hit, S, chose 1 type of gas attack or roll 1d4 
Sleep Gas: DC 12 Fort Sv or knocked out 1d4 rds.
Hallucinogenic Gas: DC 12 Fort Sv or confusion 1d4 rds (attack allies)
Corrosive Gas: DC 12 Fort Sv or 2d6 damage + -1 AC to worn non-magical armor.
Obscuring Gas: Everything disappears within C range, stunned 1 rd from coughing.
Special Defense: Gas can change to and from gaseous form at will, but cannot attack in that form.
Special Weakness: Gas is highly flammable and takes double damage from fire.  If 10 or more points of fire damage are taken in a single rd, Gas explodes for 2d6 damage to everyone in S range.  She reforms in 2 rds.            
Teleport Contingency: Upon being reduced to 5 or less hp or taking fire damage, Gas teleports away on her turn.  Her Hp will be healed for next meeting.
Description: A woman clothed in fog.  She somewhat reeks of methane, which should be a clue as to her fire vulnerability.

The Baron
+3 Dex, Int, Cha, +1 Str, Con, Wis,
HD 5 (d8), Hp 30, AC 16 (+1 Stylish Leather Vest), Enhanced Init +3
Fort +2, Ref +7, Will +2
Melee: 2 x attacks/rd +1 Rapier +9 to hit 1d6+4
Ranged: Pistol Bow +8 to hit 1d4 + Poison DC 12 Fort Sv or sleep 1 turn, S (4 darts)
+5 Detection (Traps, ambushes), Detection (Trapped items), Find (Secret doors and items)
+3 Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
+5 Charm, Negotiate

[You may be wondering what Character Class the Baron is.  So am I.  The Baron has a colorful background.  Some sort of finesse Knight/Thief combo.  No, the Players can’t use it.]

Monday, April 4, 2016

NMSU Aggies vs Seattle U Redhawks Softball 4-2-16 Double-header

Game 1

Back for another double-header.  It was a cloudless, mid-60’s Saturday late 4:00 afternoon, a stunningly perfect day for baseball.  I might have shown up to watch the Aggies take infield on a day like this (but not if I had to pay to get in).  Ron, having enjoyed our last outing, was with me.  He was now proudly sporting an Aggie T-shirt.  Adam Young and William Peck would be providing the rare radio call for the softball game.  It was good to be getting the extra information during the game, though still no explanation concerning some of my questions about the rules.  The Aggies were 11-0 against the Redhawks, including Friday night’s 12-0, run-rule shortened game.  Highlights from last night included #9 Tatum Reedy having two home runs in one inning and #7 Brennalyn Nakamura hitting a grand slam. 

Also accompanying me and Ron were a big pink foam pad and a thick towel.  After my first outing to the softball stadium, I really should have thought to bring something to sit on thereafter.  Ron’s experience with the hard, metal bleachers had prompted him to look for stadium cushions while he was getting his T-shirt at Wal-Mart.  Coming up empty, I improvised.  The towel was okay for Game 1, not so much for Game 2.  Ron was pleased with the pad, but I was embarrassed every time he got up and left me sitting alone next to it (not to mention, I also walked in with it under my arm). 

There was a good crowd in attendance.  Once again, we were seated in the section by the opposing dugout, but the facing the Aggie dugout.  The cadre of senior citizen regulars were there.  They all seemed to know each other.  I wonder how these people ended up coming to the games, though at least in front of us were what looked like a grandfather taking his adorable little granddaughter to a game.  The regulars all had something to sit on.  A few people had umbrellas for shade.  A high school softball team from Lordsburg was also taking in the game.  Some of the Aggie Men’s basketball team came in to watch.  They also provided some comedy as a foul ball into the stands sent one of them diving for cover.  (I don’t blame him.)  The crowd got a good-hearted laugh out of it.  Everyone also enjoyed the interpretive dance during 5th inning stretch by a senior, dancing to the tune of YMCA.       

Our ceremonial first pitch was hurled by a representative of a national bank, who is big sponsor of Aggie softball.  The representative and what I’m guessing was her co-worker sat below us.  The lady had a signed softball and later acquired an Aggie rally towel thrown into crowd, not a bad outing.  This sponsor was mentioned many times by the PA and on the radio, much to Ron’s discomfiture, as our employer is a direct competitor.  He was once again wondering about our lack of sponsorship.  For my part, these two women were really hot and was I thinking about defecting . . . err opening a new account . . . err just enjoying the view. 

The game began with what was I think a new recording of the National Anthem.  It sounded more grand than what I’d remembered.  They should keep it.  I noticed that the Aggie players in the field were all doing the Aggie “Guns Up” behind their backs while standing at attention. 



I’ll give you my player of game up front.  #21 Karysta Donisthrope, one of my favorites, pitched a complete game shutout with seven strikeouts.  Trouble never found her during the game.  #18 Rachel Rodriguez moved back to short and had a solid defensive effort (and two stolen bases offensively).  Seattle for their part, also had a good game defensively behind #28 Andie Larkins.  Aggie #17 Kelsey Horton was robbed of a hit twice by diving plays, and there was even a rare 3 to 4 putout at first (that’s the first baseman throwing to a covering second baseman).  Offensively in the third, the Aggie put up three hits to score two runs, with #3 Victoria Castro driving in the first run with a triple.  That would hold up for the game. Aggies win 2-0.  It was a tight and closely played game in a very efficient hour and 23 minutes. 

Game 2
Perhaps it was a bit too efficient.  We got a lengthy intermission as the next game wasn’t scheduled until 6:00 pm.  I had a hot dog with water in the interim.  Ron declined to eat at the time.  After the game, we went to Wienerschintzel, which I should have waited for, but I did have a Tastee-Freeze dipped cone that made my night.  Several of the Aggie girls were playing a hacky-sack on the field, while waiting.          

A cool breeze started up late in Game 1.  Later in Game 2, it became a cold one.  I had my jacket on and was still cold.  I also found out how long my little radio would last on a charge, as it dropped out halfway through the game.  There was a chatter going through the crowd about a Final Four game going on.  I’d forgotten all about it.  The crowd size was about the same for Game 2, though the composition was a bit different.  The highlight of this game was a little girl sitting below us.  She was loud and pumping out encouragement for the girls like she was on the team.  I got tickled listening to her and nudged Ron, who was annoyingly still able to listen to the game on his phone.  He started chuckling as he heard her.  After another round of rally towels were thrown to the crowd, two people behind us caught them and tossed them at the girl.  She turned around and waved, “Thank you!” as our section had a laugh.      


 On to the game.  This was another tight one.  The Aggie offense picked up a bit for this game.  #17 Kelsey Horton would not be denied in this time.  She started off with a single and would be driven in by #23 Fiana Finau.  In the fourth, Reedy, pulling hard, would drive three pitches into her own dugout before hitting a double.  (I’d noticed there were girls with mitts on, guarding the dugout entrances.  They’re there for a reason.)  Her and Finau would be driven in by sacrifice flies.  In the 5th, Kelsey would deliver the knockout blow with a monster two-run shot to left field.  She’s my player of the game for that. 

My other favorite Aggie, #14 Kayla Green, started for the Aggies.  Adam Young mentioned she’d been sick this week and was uncertain to start.  She pitched well for 5+ innings and made a couple of good fielding plays.  Her offspeed was really working well.  (It seemed like Reedy was calling the game this time, instead of the pitches coming from the dugout directly to the pitcher.)  In the 6th, Kayla seemed to be getting tired.  After having trouble fielding a slow grounder, #11 Mackayla McAdams, Friday night’s pitcher, came in.  #5 Emma Adams came in with her, going to third.  With two on, Emma would start a double play and then get the put out on the next batter.  Nice coaching by Kathy Rodolph there.  The Redhawks would not threaten again.  Aggies win 5-0.  Again, it was a quick game, about an hour, 40 minutes.  We were done before 8:00pm.      

For Seattle, #3, first base, Rose Saenz was rather attractive with her dark hair in a long braid.  She kept up a steady chatter during the game.  Lefty reliever, #7 Savannah Loomis looked cute with a nice smile in the pitching circle.  I may be trying too hard to find positives for the other team.  I felt kind of bad for them, but they certainly had a couple of good bounce back games after their Friday night’s thrashing.  Much like after the Aggies were swept out two weeks ago, the girls still seemed to be in good spirits.  I could hear their dugout going for both games whole time.  They huddled up in a circle and let out a big cheer before the game, and huddled up every inning and seemed pretty tight knit.  (Except for a couple of bouts of singing, the Aggie dugout was fairly quiet.  They might have been being a bit respectful.)  What can you say after losing three games by a combined 19 to 0? 

Okay, the girls have one more homestand this season.  I’d like to see the seniors honored after the game, and Ron seems to like seeing the girls too.  I pronounced his new shirt to be lucky, and he was humming the Aggie fight song for the rest of the night.  We hope to be back later this month.     


                                  

Dark Continent Redux: Obligatory

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


Obligatory
1 XP for not getting thrown in prison.


The Characters debark straight into trouble.  They are immediately accosted by a fat clerkish-looking man in a wide hat, a cheap white suit, and a cigar, accompanied by 4 thuggish men.  The fat man demands the group’s travelling papers, flashing a seal that might be Commonwealth issue for a government official.  He’ll glance at their papers and declare them forgeries.  At that, he puts his cigar to them and once on fire, tosses them into the harbor.  He tells them they’re in big trouble and demands they come with him.  The Thugs move to disarm and bind the Characters. 

Thug (x4)
HD 1 (d8), Hp 5, AC 12 (None)
Fort +1, Ref +4, Wis +0
Melee: Club +2 to hit 1d6

If this doesn’t start a fight, these may be the wrong Players for this adventure.     I’m not even entertaining the possibility the Characters go along with this.  If need be, have the Thugs start robbing them while disarming them.  At the first sign of resistance, the fat man calls for the town guard, while the Thugs break out their clubs on the Characters.  A Commonwealth Sergeant and 4 Soldiers show up 2 rds after the fracas starts.  They’ll immediately demand that everyone they drop their weapons and put their hands up.  The Thugs will comply, chuckling.  The fat man smirks at the Characters and goes to talk to the Sergeant.   

Suddenly, a well-dressed nobleman beneath a parasol held by a native appears by the soldiers first, “Sergeant, these newcomers are with me,” he says with accent much like foreign man at the Characters’ initial meeting.  At which point, he takes the Sergeant aside from the fat man and says something quietly to him, while slipping him something.  The Sergeant nods, and the Characters are released.  The fat man attempts to protest that the Characters don’t have proper documents, but the nobleman adds, “And Sergeant, I don’t believe this gentleman and his associates are actual Customs agents.”  The Sergeant agrees and takes the men away, but he’ll warn the Characters about using weapons or magic in public, “We’re civilized here.”
   
The nobleman addresses the Characters directly, “I think someone was trying to take you out of the game, before you even got to play.”  He introduces himself as “The Baron,” and adds that the Home Station dungeon is notorious for its ill treatment of malefactors.  “You best be on guard.  Home Station considers itself to be highly civilized, for a slum straddling smarmy jungle river.  The whole city is also very edgy and paranoid with the native revolt going on.”

“I trust we all know why we’re here.  You wanted to meet the famous . . .” the Baron will wait for someone to say “Kurtz.”  “Yes, you have some business to conduct with him, I understand.”  He’ll note that they’ve lost their travel papers.  This will keep them from going into the Interior.  They’ll have to be replaced, which will be difficult given the corruption and bureaucracy in the Home Station government.  The Baron will get the ball rolling on that.       

They should find rooms at the Home Station Hotel down the street, already paid for.  They need to get cleaned up for this evening.  They are invited to dine with himself and Kurtz’s fiancĂ© at the Kurtz’s Townhouse.  The Baron will bring a carriage around for them.  In the meantime, they can visit the nearby market for any goods they need.  The hotel bar is excellent and informative about the local situation, but please keep out of trouble.  “See you this evening.”  The Baron and his parasol-holding native leave and the Characters are allowed a moment of peace.      

If the group wishes to visit the market, they can find about any sort of goods and weapons.  Armor will be limited to mostly leather and perhaps a metal breastplate, which they’ll be warned will be impractical for jungle travel.  There is a magic shop for magic-using Characters.  Certainly they’ll be asked if they’re mercenaries fighting the uprising, even asked if they’ll be joining with Kurtz to fight the natives.


The Home Station Hotel is the best hostel in town, albeit not hugely impressive looking.  The group’s rooms are nice in any case.  They might take the Baron’s advice about going to the bar.  Many of the locals, as well as traders frequenting the city, hang out here.  It’s upscale, without being pretentious.  (Always wanted an excuse to say that.) 

The uprising situation in the colony is about the only topic of conversation.  While things at Home Station are civil, anyone who’s been in the Interior of late will report nearly lawless conditions, if not an outright battle zone.  The trail to Central Station is no longer safe.  Settlements around Inner Station are nearly under siege from constant attacks.  Anything east of Inner Station has been abandoned.  The colonists are mad about the rebellion.  They thought they had treated the natives fairly.  “We brought them civilization.  We’ve given them jobs.  We ended their barbaric practice of slavery.  Such ingratitude!”  If the natives, who are doing all of the serving jobs at the bar, have any opinion, they keep it to themselves.  The colonial government doesn’t seem to have a clue on how to pacify the country.  The only bright spot is this Kurtz fellow.  His exploits in the Interior are the only actions keeping the natives in check.  

As the sun goes down, a carriage comes for the group.  The Baron is waiting for them inside.

Friday, April 1, 2016

Dark Continent Redux: Home Station and Central Station

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




Home Station and Central Station


Home Station General Description


The group arrives at the colony’s capital, Home Station, via an ocean-going vessel.  The mighty Africannes River flows wide and deep astride the city.  A ship can be seen near the mouth of the river firing flaming pitch into the jungle by a catapult.  There is no discernible target.  It appears to be a somewhat senseless act. 

The group’s ship enters into a natural harbor.  The docks are teeming with activity from a multitude of native laborers and colonial traders from several countries.  Home Station is displayed on the hills about them.  Masses of native workers hustle on new large building projects.  It is a fine representation of a city from the Commonwealth, seemingly transported here, to the coast of a jungle.  Given the hive of activity, you’d never know there was a native uprising going on, though there are many soldiers milling about casually guarding the docks and streets. 

On the overlooking hill are the gleaming, white walls and tall towers of the Governor’s Palace Complex.  Much of the nobility and aristocracy of Home Station live there.  (I use the mental image of Vatican City as a model.)  Within the walls are large amounts of intrigue between the various power groups: colonial government, Commonwealth officials and examiners, religious officials, bankers, merchants, and foreign agents.  These sort of challenges aren’t covered or detailed in this adventure, but Ref’s are encouraged to develop them as they see fit.

Defensive walls surround the entire city.  Just outside them, the Characters are immediately reminded that they are not in the old country.  A tremendous slum of native hovels squats about the walls.  They easily double the population inside the walls.  All native laborers, who are not wearing a Commonwealth seal, are forced out of the city after dark under pain of imprisonment.  The main city gates are very busy at sun up and sun down.  This is a security issue that has been implemented since the rebellion began.  Beyond the slums are mansions and plantations.  Beyond that, nothing but a misty, green hell, an impenetrable jungle.