Tuesday, June 7, 2016

Colorado Rockies vs San Francisco Giants 5-29-16 Part 2





Continued from Part One

One thing that immensely helped my scorekeeping was the main video board displaying the lineups.  I was able to quickly write down all the players, something which usually keeps me occupied for three innings at an Aggie game.  A Wells Fargo sponsor ad also came up on the video board during the game.  They’re just following Ron around now, taunting him.  Hey, they’re doing two for one tickets.  What a great deal!  “Together we’ll go far.”

The game started off well for the Rockies as the lone Giant baserunner was caught stealing.  At the start of the bottom of the 1st, former Rockies great and current first base coach, Eric Young, charged out of the dugout and slapped hands with the people in the front row before going to the box.  Good to see EY happy and doing well.  I wanted a high-five too, unfortunately I kept forgetting I was wearing a Giant hat and shirt during the game.  This mixed cheering issue came up a few times during the game.  I like both teams.

Charlie Blackmon started off for the Rockies.  His walk up music is the ballpark classic, Use Your Love, by the Outfield.  I don’t know if this song is a baseball classic because it’s a summer song or because of the band name.  I can’t believe I went through a full season of Aggie baseball without hearing it.  Did somebody in the school administration actually hear the lyrics and ban it?  In any case, his music cuts off just before the end of the first verse, which prompts the crowd to finish it with a loud, “Tonight!”  I had heard this audience participation before on the radio this season.  It was a treat to be a part of it.  In any case, the Rockies didn’t score in the 1st either.  

Buster Posey started off the 2nd with a roar of cheers from the visitor’s section.  The scoring started with him and #8 Hunter Pence hitting back-to-back doubles and Pence later scoring on an error.  In the Rockies half of the inning, the game came to a halt for a replay challenge on a possible double play.  The PA started playing the Beatles’ Let it Be during the delay, but the field call was overturned as Giants #2 Denard Span made a catch in center, and it was ruled he threw out #8 Gerrado Parra trying to tag up and move to third.  In the 5th, there was another challenge.  This one was from the Rockies as Giants #7 Gregor Blanco was ruled to be picked off of second.  I noticed the Rockies players on the field were all watching the video board replays, just like the fans were.  Trevor Story would go ahead and hit a home run right after all of this anyway.  Giants up 2-1 after two innings.        
In the 3rd, Buster took a walk to first.  There he was, my man-crush not more than 40’ away from me.  “Buster!” I screamed.  Ron quickly restrained me from charging the field.  All I wanted was a hug and maybe a quick autograph.  Meanwhile, Hunter and #9 Brandon Belt would double in three runs, making the score 5-1 Giants.    

The key moment of the game came in the bottom of the 3rd.  The Rockies had the bases loaded with one out and Nolan Arrenado coming to bat.  Cueto would walk him, forcing in a run.  I wouldn’t be surprised if that wasn’t semi-intentional.  Gerrado Parra came to the plate in this tense situation.  What happened next was unexpected.  Cueto and Parra started a stare down contest.  Parra steps out.  Cueto flaps his arms.  The two start jawing at each other.  While it was serious between these two, everyone watching found it at least somewhat funny (probably the other players too).  Eventually the ump had to go out and talk to Cueto before order was restored.  I could see Parra trying to get into Cueto’s head on purpose, since it can be done.  Unfortunately for the Rockies, Cueto kept his cool and induced an inning-ending double play.  5-2 Giants.    

Denard Span would start off the 4th with a homer run, making the score 6-2 Giants, which would be the only scoring for the middle three innings.  In the 6th, Giant second baseman #37 Kelby Tomlinson (I was disappointed not to see #12 Joe Panik in the game) made the dumbest play of the game, and he’d probably agree.  After striking out, he slapped his bat into his hand, missed, and hit the ump with it.  Kelby immediately apologized as the ump was a little shaken up.  And the Giants didn’t get a borderline call for the rest of the game (just kidding).  There are dumber things to do with a bat.  Earlier, the video board was showing some MLB bloopers, including Puig of the Dodgers flipping his bat on a wild swing, helicopter-ing it over the catcher’s head and causing everyone to scatter.  Hunter Pence was on the field watching.  He shook his head at the sight.    

From here, the rest of the game went fairly quietly.  A parade of pitchers would finish the game for both teams.  In the 7th, #35 Brandon Crawford doubled in Belt after he had hit a double.  Pence doubled in another run in the 8th.  Cargo for the Rockies hit a home run in the bottom of the 8th, bringing the score to 8-3 Giants.  With the opposing team winning big late and under threatening skies, I couldn’t help but notice that most of the crowd was still there.  It may have been that they all had kids and were hanging around so they could run the bases after the game. 

In the top of the 9th, the visitor’s side of the stadium started chanting, “Let’s go Giants!”  There was some scoring weirdness with a catcher’s interference error on the Rockies, which I eventually corrected on my scorecard.  #9 DJ LeMahieu (one of my favs on the Rockies) made the best defensive play of the game right afterward, catching a hot shot at second to start a double play.  In the bottom of the 9th, Story got a loud ovation by the crowd.  They’ve definitely latched onto the rookie.  Later, Brandon Belt, as the Giants’ first baseman, came up with a foul ball.  He held it for a moment to consider what to do with it, before tossing it to a Rockies coach in their dugout.  The coach in turn, tossed it to a little girl in the crowd with a mitt.  Our final score was 8-3 Giants over the Rockies.

Hunter Pence is the obvious player of the game with three doubles and three RBI’s.  Much of the rest of the Giants had a good offensive day.  They actually tied a team record with 8 doubles.  Cueto going 6 innings and only giving up 2 runs at Coors Field is probably also noteworthy.  For the Rockies, I’m not seeing a whole lot of standouts today.  I was exceptionally happy to get to see Trevor Story hit a home run in the game.  I had missed his first home run off Zack Greinke.  Ron was watching the NCAA basketball tournament and I flipped it over to a Diamondbacks game during halftime.  Just as Story came up for his first major league at bat, I flipped it back to the basketball for Ron.  A couple of minutes later I saw that he’d hit a home run.  I flipped it back, but even missed the replay.  And then I missed his second home run later in the game.  How could I have guessed at the time I’d end up seeing one in person.
  
I can’t tell you what the time of the game was, since I wasn’t paying attention to the time.  I could look it up, but really this game moved along pretty quickly and there were plenty of distractions between innings.  I was never bored, so it was entertainment time well spent.  I asked the fellow in front of me about getting autographs after the game.  He said the Rockies might come out after a win, but not after a loss.  The visiting team probably isn’t coming out, especially on a get-away day like today.  Being a Sunday game, kids were allowed to run the bases.  Most of them were members of the Rockies kid’s club, but I saw some little Giant fans.  The kids were told to congregate behind left field after the 8th inning.  After the game ended, the floodgates opened.  The line went from the left field gate, around the outfield, and ended up a first base. 

For 20 minutes, there was an endless stream of kids coming out of that gate.  I don’t know where all these kids came from.  It didn’t seem like the whole stadium could have contained them.  A few of the Rockies players came out with their kids, but that was a pretty quick affair.  Kids would start off from first (sometimes having to be corralled by stadium personnel), run to second, get a high-five from Dinger (who really earned his pay today), and then around to home.  The most shocking thing about this event wasn’t the number of kids though.  I actually saw one of the parents wearing an El Paso Chihuahuas t-shirt.  I had to nudge Ron to make sure I wasn’t seeing things.

It was a great trip for the game and the hospitality of Ron’s relatives.  (I finally got to see Deadpool right after we arrived at their lovely home.  It was awesome.)  I was also extremely grateful that all of the severe weather in the area somehow missed us the whole time we were there and in transit.  We even got back to Las Cruces after there had been a storm.  What wasn’t so great was the bellyaches I got from the hospitality (I need to pace my eating better).  22 hours of car travel also wasn’t so great.  As much as I’d like to see another game at beautiful Coors Field, I don’t know if I could talk myself into it.  We’ll see.  In the meantime, I’ll just cherish the memories.       

Dark Continent Redux: Kurtz

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


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

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

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

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

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 16 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) M range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns. Disrupted by any hit

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

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

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

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

Monday, June 6, 2016

Colorado Rockies vs San Francisco Giants 5-29-16

I went the extra mile for this baseball game report.  Literally.  I won’t bother you with any details of the trip from southern New Mexico to Denver other than to say, it’s a long trip and it was thankfully uneventful.  I went with my Aggie co-fan, Ron, and we stayed with his relatives in Colorado Springs.  They were an extremely hospitable family.  It was a pleasure staying with them.  I’ll answer the first obvious question up front: Where are the pictures?  I didn’t have anything to take pictures with.  Ron took two pictures.  I never saw them and he said one of them was blurry.  So much for that.  Even the tickets were just digital.  Second, unlike other Memorial Day posts (2014, 2013), I have no racing news.  I saw the podium ceremony at Monaco and that was it.  I understand that Indy was very dramatic and that the Coca-Cola 600 wasn’t.  This was an easy trade off for me to get to see an MLB game in person.

I’d love to tell you the best place to park around Coors Field, but downtown was a confusing area.  We parked in a $20 lot near the main gate.  There were cheaper lots further away, but I think the bottom price was $15.  Also, we didn’t see those lots.  Gates are usually open two hours before a game, which is where you want to be if you’re planning on trying to get some autographs.  Unfortunately for us, they didn’t open the front gate for a half hour.  We could see fans filing into the stadium from where we were, which was really frustrating.  (Gate A on right field side of stadium opens on time).  I had a bag of things to sign with me, and I noticed several other fans with various items.  It was hard not to notice plenty of Giant fans around (including myself I guess).  I did a double-take and I’m still convinced I was seeing things, but I think the Ballhawk kid that was at all of the Aggie games was there.  Nah, that’d be too weird.  Couldn’t be.

It was a great crowd.  42,307 was the announced attendance.  On the one hand, Coors field is massive, especially compared to the Aggies’ Presley-Askew or the Chihuahuas’ Southwest University Park.  On the other hand, it looks a lot bigger on TV than it is in-person.  Those outfield bleachers, the Rockpile, look like they’re a half-mile from home plate on TV, but they looked like reasonable seats at the stadium.  ($4 on game day, $1 for children and seniors.  You’ll pay more for parking.)  One thing that keeps the place intimate is the foul balls.  Major leaguers foul off a bunch of pitches, and they hit them hard.  Basically anyplace in the stadium is a potential landing site.  I will say that fouls seem to be attracted to people with buckets of popcorn.  In the 3rd, twice, there were showers of popcorn preceding a catch.  One of the fans, prodded the crowd for applause afterward. 

It was Autograph Sunday.  The Rockies have four players or coaches out to sign before the game.  We’d come early to be there when the gates opened hoping to get some autographs.  Unfortunately, so had a whole bunch of other people.  Owing to coming in a half hour late, there were already four long lines.  Unfortunately, we picked the longest, which was in our seat section.  #32 Tyler Chatwood was at the end of the line.  He’d pitched well on Friday and won the game, which I’d seen some of at Ron’s relative’s home.  (I also got to watch Saturday’s game.  Boy would it be cool to be able to watch these Rockies games daily instead of listening to a weak radio signal at night.)     

After 20 minutes, the line finally got to us, and they shut it down.  That was a bit disappointing, especially considering that I’d bought five Rockies baseballs at the Colorado Springs Rockies teamshop for just this purpose.  Looking across the field, I could see several Giants players out signing autographs by the visitor’s dugout.  They were giving out hugs too.  That was a little more disappointing, especially since I’d brought my Giants championship magazines with me for signing as well.  Yes, my bag was rather heavy.  (I kind of had to stay with Ron since he had the digital tickets on his phone.  This was an issue a couple of times with the ushers, but they were nice about it.)  

To add further insult to injury, the Rockies hot, little cheer girls with their short shorts (I couldn’t find an official name for this group) were on top of the dugout, posing for pictures with the fans, but we couldn’t get to them.  They had all of Ron’s attention.  They came out and stood in front of us during the national anthem.  Unfortunately, we didn’t get to see them again for the rest of the game.  I checked out the teamshop at the park while Ron settled into his seat.  I got a Dinger doll for Ron’s niece and some Rockies cards for myself.  It was crowded in there.  They had a lot of stuff, but I couldn’t find a purple Rockies t-shirt like I wanted.   
 
Before the game, a herd of kids took over the first row in front of us calling for the players.  Some were looking for certain autographs to complete a collection.  A couple of the kids were shouting, “We want tacos!”  Taco Bell is running a promotion.  If the Rockies score 7 or more runs, it’s free tacos (I don’t know all the details).  Listening to a Dodgers broadcast on an Albuquerque station on the way back to Las Cruces, Taco Bell was offering the same promotion, but with only 5 or more runs.  (Papa Johns is also running a promotion with a bunch of teams for half off pizza after a victory.)         

Star Rockies third baseman #28 Nolan Arenado charged out of the dugout first.  He did some stretching and sprints.  #19 iconoclastic centerfielder Charlie Blackmon came out next.  His beard was brought out separately with its own entourage.  Long time Rockies star #5 Carlos Gonzalez came out.  Cargo gave the kids a wave as he went by.  Meanwhile, across the diamond, I could hear Giants fans giving a round of applause to #28 Buster Posey and #47 Johnny Cueto coming off the field, today’s visitor’s battery for the game.  You know, it is kind of a thrill to see these all these cool ballplayers in person.    

Dinger the dinosaur, the Rockies big purple mascot, came by to sign a few autographs.  (No, he doesn’t look like or as dumb as Barney the purple dinosaur.)  Rookie sensation #27 Trevor Story came out smiling and waving.  He signed for several kids before going out to stretch.  After the warm up, veteran first baseman #12 Mark Reynolds came over and signed a few more.  I also saw him toss a ball to a kid near us in the 7th.  (Rockies starter #52 Chris Rusin tossed a ball to a kid coming off the field after the 1st.)  Ron, wearing purple and a Rockies hat and being rather tall, managed to reach over and hand him a ball after the kids had all gotten signed.  Yay!  An autograph.  Mark, I take back every time I called you “Windmill.”  (Certainly, there’s no point in criticizing players for striking out a lot anymore.  Actually, Reynolds has been hitting for a much better average since he’s been with the Rockies.)  I told Ron to keep the ball, since coming early to get autographs was his idea anyway.  The kids were quickly cleared out before the start of the game and the seatholders moved in.

Our seats were in row 2.  We were right at ground level, next to the camera well beside the Rockies dugout.  We could look straight down into the dugout.  We could see the cameraman focusing in on pretty girls in the crowd in his viewfinder.  We were close enough that the Rockies would run right past us, coming on and off the field.  The only person on the field in a suit and tie was also in the camera well.  He was the reporter with the team TV broadcast of the game.  Of more important note, was his gorgeous assistant.  Even in t-shirt and jeans, she was absolutely glamorous.  She was a constant distraction for me, sitting nearby for the whole game.  Her, the reporter, and another attractive assistant were talking with each other and looking over notes the whole time.  I wasn’t close enough to hear them, but I admit I wanted to.  Were they talking about the game?  Production stuff?  Dinner plans?   

There was a couple in the first row in front of us.  The guy, with his Blackmon replica jersey, brought his mitt and was way into it and may have been a season ticket holder.  The relatively quiet wife or girlfriend was there, likely indulging him.  They were next to a Giant fan couple, but there was nothing but good-natured chatting between them.  A couple sat down next to me.  In this case, the lady was way into Trevor Story and the team, and the husband was fairly quiet.  (Seemed like there should have been some spouse-swapping during the game.)  She was attractive and friendly and was likely inebriated before getting to the stadium.  She saw me keeping a scorecard and told me I could get all these stats online without the effort.  “What’s the fun in that?” I answered.  I found out her son works as a writer, blogging about the Rockies (though she didn’t remember where and hopefully wasn’t driving after the game).  Kudos to this lady for not looking old enough to have an adult child.    

There were some impressive luxury areas in the ballpark.  The Mountain Ranch Club is tucked into the right field corner.  It was huge with several decks of seats with table space (like the Green Monster seats at Fenway).  In spite of our great seats, I found myself wanting to be up there, if for no other reason than to have space to write out my scorecard and put my food and drink.  (I just had a piece of pizza, which was okay, and a Coke Zero.  Ron’s relatives just about finished me off with rich food over the previous two days.  Even Ron ate light.)  There were giant windows that that could enclose the space in case of weather.  Along the top of the stadium on the right field line were several restaurants.  A bunch of patrons there were hanging out on the balcony rail watching the game.  Unfortunately, these restaurants close after the game, which would have been nice and convenient for a post-game meal.  There’s plenty of restaurants in the downtown Denver area anyway within walking distance.  The Tavern by main entrance might be the biggest.  They party on the rooftop and there’s a patio with a big screen TV outside showing games.  The park has some permanent residents too, as there were also birds nesting under the upper deck. 

Weather was not a factor in the game, but it was omnipresent.  The threat of rain didn’t keep away the crowd, so the locals weren’t intimidated.  I get the impression games here are usually at least partly cloudy with storms somewhere in the area.  When we arrived, the sky had clouded up into a grey overcast.  The stadium lights were on for the whole game.  Drizzles at least seemed imminent, but never materialized.  The sun came out, and as we were facing the sun, it got hot quickly.  Another wave of clouds floated over later in the game.  These were big, dark, and heavy.  Over the left field wall (not sure direction that is), there was clearly a storm with heavy rain going on.  By the 9th, there was lightning in the distance.  Either it wasn’t close enough to be considered dangerous, or the umpires chose not to notice it with the game so near done.  In the end, there were just a few sprinkles right after the game ended.  As the radio announcers said while looking at the radar, we were “fortunate.”

There was plenty of entertainment in-between innings, which mostly showed up on the big video board in center field.  An attractive perky woman was going around the stadium, quizzing people for prizes.  There were some MLB network highlights and bloopers from other games.  We got an up close view of the mascot race in the 6th featuring a tooth, a toothbrush, and tooth paste.  Paste won by a head and promptly face-planted afterward to the delight of the crowd.  In the 7th, Dinger and his entourage were out with a slingshot, firing t-shirts into the crowd.  During the stretch, a soldier was honored.  I wasn’t able to hear the PA to tell you anything about him.  He got a standing ovation from the crowd and a round of applause from the Giants out on field.  
  

On to Part Two

Dark Continent Redux: The Inner Temple

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




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

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

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

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

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


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

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

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

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


Hold on.  We’re not done yet. 

Friday, June 3, 2016

Dark Continent Redux: The Temple Grounds/The Sanctuary

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



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

The Sanctuary
Award 2 XP for this encounter.

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

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

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

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

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

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

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

3rd LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 14 damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Lightning Bolt: 14 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

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

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

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

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

Thursday, June 2, 2016

Dark Continent Redux: The Infinite Temple

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


The Infinite Temple




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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, June 1, 2016

Dark Continent Redux: The Cathedral

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






The Cathedral
2 XP for destroying the red crystal here. 


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

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

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

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

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

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

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

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

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

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

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

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

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

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