PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Adventure Index
The Hook
The characters’ involvement comes about as one of the characters may have a specific archeology scholarship or the group may have a patron who does. Either way, this person received news of Digger’s find. The artifact sent was verified authentic. Subsequent follow up communications with Digger became progressively more paranoid, until they ceased. Then the artifact was stolen and the culprits were identified as being members of the so-called “Magic Mob,” a Mafioso gang with reputed ties to the supernatural. A colleague Egyptologist, who had also received an artifact, not only had it stolen, but was ruffed up and asked where it came from.
Fearing for Digger’s safety, the local sheriff in Carston was contacted. Another follow up wire, and it has been revealed that the sheriff is now missing, along with others, and strange events reported. With this, the group has been assembled. Their goal is to find Digger and find his claim. Whatever the Magic Mob’s involvement is, it needs to be thwarted. Unfortunately, all they currently know is the location of town.
Carston (1 XP)
The village does not have an airport, nor even a train station, so the characters will ultimately have to arrive by car. Carston is pretty much a Main Street and not much else. The Sheriff’s office is pretty easy to find. Deputy Bill is a friendly, if nervous, fellow. He will have talked to the group’s patron (or one of the members) and will be willing to talk. The Sheriff went missing looking for Digger. Since then there have been several more disappearances. Some people, who have some of the disappeared at night, have reappeared, wandering around like zombies, and attacking others. The Deputy is clearly in way over his head and has put out calls to higher authorities, but so far, none have shown up. (The Magic Mob has actually kept them from responding, until they’ve found the cave.)
Hopefully, somebody in the group looks reasonably respectable and competent and will offer to help. The Deputy will gladly accept and give them directions to Digger’s shack up in the hills. It’s the only lead he’s got. “Some other out-of-towners came by the other day came by looking for Digger, too.” The Deputy didn’t trust them and sent them on a wild goose chase.
Outside of the Sheriff’s office, speak of the devil, there’s Fritz and a couple of his normal henchmen with him (with violin cases holding their guns). If spoken to, he politely insists he has a business deal with Digger. He and his goons excuse themselves, “Hopefully we will see each other again, soon.”
Digger’s shack is five miles away up in the woods. There’s a general store if the group wants anything for the trip. Sitting outside the store is your classic cigar store Indian, in this case, Injun Joe. He’s an old alcoholic, and rather chatty, if given a drink. Essentially, what he knows is an old legend about an ancient Indian shaman finding a tomb up in the hills and unleashing a terrible evil.
Digger’s Shack (2 XP)
It’s a ramshackle, one room affair, as you might guess. With a DC 12 Find scouring, the group can find a hidden map to the cave. After they’ve found it, there’s a knock at the door. It’s Bluto. Fritz, there with his two Tommy gunner goons, standing well behind Bluto, calls to them to surrender whatever they’ve found and please leave.
If the players left a lookout, they will actually see the group coming before they get there. It’s up the players what to do next. They can conceivably find the cave without the map, though the gang will get there first. They can attempt to tail the gang to the cave. If they fight it out, the shotgun goon is behind the cabin ready to open fire. After the first death in the group, they will run off (or teleport off) and attempt to tail the characters again to the cave.
Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Thursday, January 31, 2013
Wednesday, January 30, 2013
Pulp Fantasy Core RPG Adventure--Best Left Buried-Part 1
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Adventure: Best Left Buried
Here's a short, but expandable adventure for four investigators. It's presented in five parts with the villain stats at the end.
Part 2
Part 3
Part 4
Villains
Synopsis
The characters are hired to investigate the fate of a prospector named, Digger, who was lost in the West Virginia hills after reporting the discovery of tomb of ancient Egyptian artifacts. What warrants the characters’ involvement isn’t just the oddness of the claim, but the further reports of kidnappings, ritualized murder, and the undead. More disturbing than that, is the rumored interest of the so-called “Magic Mob.” Their presence almost guarantees a supernatural caper is afoot. This adventure is for four characters, with at least one wizard in the group.
Background
“Digger” is a well-known local character in the West Virginia countryside. Forever looking for a big valuable claim, as well as being an amateur archeologist, he has traveled up and down the backwoods hills and mountains of the state. His glory would come very unexpectedly in the form of a pit, hidden by a pivoting stone lid, which deposited him in a narrow cave tunnel. Inside, he found untouched burial crypts, wall paintings, papyrus scrolls, and statues of unmistakable Egyptian origin.
Digger had no way of knowing from his awe-struck, cursory exploration that he had found the remains of a long-lost colony of Egyptians that had fled to the ends of the earth to preserve their culture in North America, the founders of the mound-building Adena culture.
Unfortunately, he would find out that he wasn’t the first explorer to find the cave. Several centuries ago, a native shaman named Manitou had found the cave and managed to decipher some of the Hermetic magic scrolls, thus greatly increasing his power. Manitou’s ego, greed, and delusions of grandeur also increased until his own tribe confronted him in his cave and burned him alive. His spirit has haunted the caves ever since. The tribe had buried the stone lid, hoping to seal him forever, but eventually it was washed away, which lead to it’s rediscovery. His spirit, however, still haunts the caves.
Digger’s first instincts were to publicize his findings, but his frail mind was already falling under Manitou’s malevolent control. Digger only cautiously sent out a couple of artifacts to a couple of Egyptologists he knew by reputation and included no directions to the location of his find. Drawn irresistibly back to the caves, he became a complete recluse from the townsfolk of the nearby village of Carston. The whispers in the dark drove him slowly mad, until he was finally compelled to conduct an amateur seance. Digger channeled in Manitou’s evil spirit and is now only his human puppet. Now having a physical host, Manitou has enchanted Digger’s trademark shovel into a magic weapon and made himself invulnerable to normal physical attack with a magic cloak.
The tribe that killed Manitou is no longer around, so “Evil Digger” has had to content himself with terrorizing the current locals to stroke his need for vengeance. Out at night, he has caught and carved up unwary townspeople and used their blood to animate several skeletons of the crypts for defense. He’s also taken captives, ritually murdered them, buried them with his shovel, and they’ve risen the next night as zombies (much to the horror of people of who knew them and have seen these horrors). Some of these newly risen have been given orders to take captives and bring them to the cave. Digger’s plan is a mass sacrifice to bring in a demon to do his bidding and destroy the town outright.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Adventure: Best Left Buried
Here's a short, but expandable adventure for four investigators. It's presented in five parts with the villain stats at the end.
Part 2
Part 3
Part 4
Villains
Synopsis
The characters are hired to investigate the fate of a prospector named, Digger, who was lost in the West Virginia hills after reporting the discovery of tomb of ancient Egyptian artifacts. What warrants the characters’ involvement isn’t just the oddness of the claim, but the further reports of kidnappings, ritualized murder, and the undead. More disturbing than that, is the rumored interest of the so-called “Magic Mob.” Their presence almost guarantees a supernatural caper is afoot. This adventure is for four characters, with at least one wizard in the group.
Background
“Digger” is a well-known local character in the West Virginia countryside. Forever looking for a big valuable claim, as well as being an amateur archeologist, he has traveled up and down the backwoods hills and mountains of the state. His glory would come very unexpectedly in the form of a pit, hidden by a pivoting stone lid, which deposited him in a narrow cave tunnel. Inside, he found untouched burial crypts, wall paintings, papyrus scrolls, and statues of unmistakable Egyptian origin.
Digger had no way of knowing from his awe-struck, cursory exploration that he had found the remains of a long-lost colony of Egyptians that had fled to the ends of the earth to preserve their culture in North America, the founders of the mound-building Adena culture.
Unfortunately, he would find out that he wasn’t the first explorer to find the cave. Several centuries ago, a native shaman named Manitou had found the cave and managed to decipher some of the Hermetic magic scrolls, thus greatly increasing his power. Manitou’s ego, greed, and delusions of grandeur also increased until his own tribe confronted him in his cave and burned him alive. His spirit has haunted the caves ever since. The tribe had buried the stone lid, hoping to seal him forever, but eventually it was washed away, which lead to it’s rediscovery. His spirit, however, still haunts the caves.
Digger’s first instincts were to publicize his findings, but his frail mind was already falling under Manitou’s malevolent control. Digger only cautiously sent out a couple of artifacts to a couple of Egyptologists he knew by reputation and included no directions to the location of his find. Drawn irresistibly back to the caves, he became a complete recluse from the townsfolk of the nearby village of Carston. The whispers in the dark drove him slowly mad, until he was finally compelled to conduct an amateur seance. Digger channeled in Manitou’s evil spirit and is now only his human puppet. Now having a physical host, Manitou has enchanted Digger’s trademark shovel into a magic weapon and made himself invulnerable to normal physical attack with a magic cloak.
The tribe that killed Manitou is no longer around, so “Evil Digger” has had to content himself with terrorizing the current locals to stroke his need for vengeance. Out at night, he has caught and carved up unwary townspeople and used their blood to animate several skeletons of the crypts for defense. He’s also taken captives, ritually murdered them, buried them with his shovel, and they’ve risen the next night as zombies (much to the horror of people of who knew them and have seen these horrors). Some of these newly risen have been given orders to take captives and bring them to the cave. Digger’s plan is a mass sacrifice to bring in a demon to do his bidding and destroy the town outright.
Tuesday, January 29, 2013
Fantasy Core RPG Adventure--Dump Hunt Part 4
DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Top Level
About 40’ in radius. There are two rooms on this level. A hallway with a door on either side goes to the rooms. At the end of the hall is a spiral staircase down.
Trophy Hall: Here is a macabre collection of mounted human and humanoid heads and other body parts on the wall or in glass cases. Also there are four complete stuffed human bodies and dramatic poses, who look a lot like typical adventurers. These are berserker zombies, who attack when everyone has entered the room. If this level isn’t entered first, the zombies will come to life to help Vaughn escape.
Library: If the alarm went off above, there are two tiefling thugs in this room, waiting to ambush or to help the zombies. Otherwise, one tiefling will be present to help the zombies if they are attacked first. The tieflings will not fight to the death here, but will teleport out and run downstairs. Otherwise, the room is empty of inhabitants.
There is nothing of real value in the room other than a generous amount of good brandy (flagon of wine rules apply). (If a goatman is with the group, he will attempt to eat the books at the first opportunity.)
Berserker Zombies (4)
HD 2, Hp 8, AC 12
Fort +3 Ref 0 Will 0
Slam +2 to hit 1d8, +2 1d8
Tieflings
Unihorn
HD 1+1, Hp 6, AC 14
Fort 0 Ref +2 Will +2
Short Sword +1 to hit 1d6
Magic Missile 1d6 (To cast +2 DC 13, Ref Sv DC 13)
Teleport once per encounter
Red Eyes
HD 1+1, Hp 4, AC 12
Fort 0 Ref +2 Will +2
Dagger +1 to hit 1d4
Sleep (up to 4 HD) (To cast +2 DC 13, Fort Sv DC 13)
Teleport once per encounter
Bottom Level
About 40’ in radius. There is only one room on this level. There is a set of spiral stairs going up at the other side of the room.
Lab: This open chamber is a mixture of Frankenstein’s lab and an evil temple. Four human bodies are strapped down to slabs around the room. These are berserker zombies. They will start squirming as soon as the room is entered and break free a round later. If this level isn’t entered first. The zombies will break free to help Vaughn escape.
Vaughn’s spellbook is here on a table and easily found with a search. (If a goatman is with the group, he will find it first and start eating it. Then will spit it out, because it tastes “funny.”)
Berserker Zombies (4)
HD 2, Hp 8, AC 12
Fort +3 Ref 0 Will 0
Slam +2 1d8, +2 1d8
Middle Level
About 40’ in radius. There are three rooms on this level (two doors on one side, 1 on the other) with a hallway between them and spiral stairs at either end.
Kitchen: Typical cooking and food storage area. (If the dogmen or goatmen are with the group, they will attack the food at first opportunity.)
Dorm: Two sets of bunk beds and four footlockers (10 + 1d6 gp inside each).
Vaughn’s Chambers: Here is the wizard in his opulently upholstered apartment. There is a canopied bed, overstuffed chair (which he is sitting in), dresser, desk, painting on the wall of Vaughn in a heroic, magic-wielding pose (worth 10 gp), and a bearskin rug (worth 20 gp). There is a trapped chest at the foot of the bed. (DC 12 to detect, DC 12 to disarm, poison DC 12 Con save or paralyzed 1 turn) It contains 115 gp, 2 50 gp gems, and a map of an underground area somewhere in the dump.
Tactics: All 4 tieflings will be on this level (if they’re alive) and will try to ambush the party, either in the kitchen/dorm or hidden in Vaughn’s chamber. They all fight to the death here.
Vaughn himself will relaxing in a chair and welcome the party as they enter his room, “Ah, more volunteers for my exhibit.” In spite of his power and bravado (he will taunt the characters every round), Vaughn will let others fight for him mostly, flinging magic missiles to help out. He will reluctantly fire a lightning bolt and then loudly regret it, as his bed will be ruined from the blast.
If he takes 10 hp in damage, Vaughn goes invisible and runs for it. He will go either up or down depending on which level the characters did not enter through. From the top, he will try to fly away. From the bottom, he collapses the escape tunnel behind him and then flies away when he gets outside. He will surrender at 5 hp.
Tieflings
Unihorn
HD 1+1, Hp 6, AC 14
Fort 0 Ref +2 Will +2
Short sword +1 to hit 1d6
Magic Missile 1d6 (To cast +2 DC 13, Ref Sv DC 13)
Teleport once per encounter
Red Eyes
HD 1+1, Hp 4, AC 12
Fort 0 Ref +2 Will +2
Dagger +1 to hit 1d4
Sleep (up to 4 HD) (To cast +2 DC 13, Fort Sv DC 13)
Teleport once per encounter
Long Tail
HD 1+1, Hp 9, AC 15
Fort +1 Ref +2 Will +2
Longsword +2 to hit 1d8
No spells
Teleport once per encounter
Big Pointy Ears
HD 1+1, Hp 4, AC 12
Fort 0 Ref +2 Will +2
Dagger +1 to hit 1d4
Burning Hands 1d6 (to cast +4 DC 13, Ref Sv DC 13)
Teleport once per encounter
Vaughn (5th level wizard)
HD 5, Hp 25, AC 13
Fort +1 Ref +1 Will +4
Has no weapons
Usual attack spells
Magic Missile 3d6 (To cast +7 DC 13, Ref Sv DC 15)
Lightening Bolt 3d8 (To cast +7 DC 15, Ref Sv DC 15 ½ dam)
Fireball 1d6 +3 20’ radius (To cast +7 DC 15, Ref Sv DC 15½ dam)
Other usual spells
Fly (To cast +7 DC 15) for escape
Invisibility 5 rds or until attack (To cast +7 DC 14)
Conclusion
There are no further encounters for the group getting out of the dump if they leave before midday (1 XP each character just for getting in and out of the dump). Otherwise, they’ll have to stay the night, and probably have an adventure they won’t want.
Getting the wizard is going to be tough, dead or alive. Sheriff Newel will gladly pay the bounty (1 XP each character). Just bringing back his spellbook will be seen as pretty impressive (1 XP each character). There are 8 spells within, including 2 forbidden ones. When delivering the book to the Wizard Council member in Cross, Gren (aka Wiz), he will demand to see any wizard’s spellbook to see if the forbidden spells have been copied into it. If they are, Gren will tear out the pages and burn them as a warning.
Gren remarks after looking at Vaughn’s spellbook, that he couldn’t have been the one casting those undead spells. He wasn’t advanced enough in his studies or experience. The actual necromancer may still be on the loose.
Spells in Spellbook
Animate Dead (Forbidden), Create Berserker Zombies (Unique and Forbidden), Invisibility, Fly, Magic Missile, Arcane Eye, Fireball, Identify, Burning Hands
Part 1
Part 2
Part 3
Monday, January 28, 2013
Fantasy Core RPG Adventure--Dump Hunt Part 3
DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Graveyard
Morning arrives. A couple of hours away, the party reaches the tower. Vultures circle high overhead over the tower. The structure is only about three stories tall, with the bottom level buried in trash. In front of the tower is a large platform upon which are several skeletal remains, displayed in a ritualistic manner.
There are skulls, bones, and complete skeletons of humans, dogmen, goatmen, and many others. The showpiece is a 15 ft tall giant skeleton in a crucified pose. Before it stands an altar. Underneath it is a secret door (DC 12 to find if searched for) that leads to a tunnel beneath the tower.
Stepping onto the platform or towards the tower draws an immediate swooping dive attack by the two vultures, who are much larger than they initially appeared to be. They attack until at least one is killed.
Giant Vultures (2)
HD 3, Hp 12, AC 10
Fort +3 Ref +1 Will +1
Swoop Attack +3 to hit 1d4x2
Tower
Approaching the tower, 6 skeletons can be seen on the roof. There is no entrance in the tower, nor any windows. It can be scaled (DC 12) to the top. 5 of the skeletons will immediately attack anyone reaching the roof. The other one will move to bang a gong on the roof, before attacking (takes 2 rds to do so).
There is a trapped trap door on top that leads inside. (1d6 electrical shock if touched. DC 12 to detect if searched for. DC 12 to disarm, or simply avoid handling it with bare skin.)
Skeletons (6)
HD 1, Hp 4, AC 11
Fort +2 Ref 0 Will 0
Sword +1 to hit 1d6
Tunnel
The trapdoor in the platform altar leads underground into complete darkness. There is one straight main passage (10’ across) and several very narrow branching passages. Exploring the side passages, immediately draws an encircling attack by 3 grimlocks. They will disappear into the darkness if any are killed. The main tunnel ends with a ladder leading to a trapdoor in the ceiling.
Grimlocks (3)
HD 1+1, Hp 5, AC 14
Fort +2 Ref 0 Will 0
Axe +1 to hit 1d8
Blindsight, vulnerable to loud noises
Part 1
Part 2
Part 4
Friday, January 25, 2013
Fantasy Core RPG Adventure--Dump Hunt Part 2
DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Battle Site
After some uneventful, but difficult travel over rough terrain, the characters happen upon a clearing where there has been a recent battle. The combatants were apparently dogmen versus goatmen. A giant rat flees as the characters approach. The corpses are still bloody, some partly eaten. There are bloody trails in two directions, indicating that some bodies have been dragged off. (One to the dogmen camp, the other to the rat lair.)
A round after finding the bodies, the sound of barking fills the air. The next round, 4 dogs come running in. The next round, 6 dogmen, also barking, come running up. They will bark for one more round before attacking, unless parleyed with.
Their leader is Gaffy (a rottweiler with floppy ears) and his big yellow pet dog, Duedo. Gaffy has a gem-studded collar worth 25 gp, everyone is otherwise dressed in loincloth. The dogs are highly territorial, but willing to deal for fresh meat. Gaffy pees on the ground to show that this is their territory. They will have a violent reaction to any mention of Vaughn, who has killed and skinned several of their pack. They might be willing to help against him.
What they want at the minute is to kill a big white rat for the pack, but a bunch of goatmen are also fighting for its lair.
Attack Dogs (6)
HD ½, Hp 2, AC 11
Fort 0 Ref 0 Will 0
Bite 1d3
The Junkyard Dogmen (4)
HD 1, Hp 4 (8 Gaffy), AC 13
Fort +2 Ref 0 Will 0
Spear +1 to hit 1d8
Bite +1 to hit 1d6, will bite unarmored opponents if possible
Monument of Trash
A few minutes away on the rough trail is a tall, thin monument made of garbage in a clearing ringed by low hills. Surrounding it is an obvious campground. As the characters enter the clearing, 4 goatmen snipers in camo-trash outfits attempt to ambush the party from the surrounding hills. Another goatmen wielding a sword runs out of a tent. The snipers will leave cover after the first shot and attack.
If one of their number is killed quickly, their leader, One Horn, surrenders. Their herd is called the Chivas. They are aggressive, somewhat pointlessly, but can be cowed easily. What they want is to eat. They’ll take pretty much anything organic (though not flesh). Their goal at the moment is taking the weed patch that the giant white rat sits on.
Goatmen (5)
HD 2, Hp 8, AC 14
Fort +3 Ref 0 Will 0
Bow +2 to hit 1d6, Dagger +2 1d4
(Sword +2 to hit 1d8 One Horn)
Charge +2 to hit 1d6 + Stun, will open with this attack if possible
Mobile Home
One of the bloody trails of bodies leads to what appears to be mobile home a half-hour away. It appears seemingly washed up on the shores of the sea of trash. A large patch of weeds and mangy grass ring the area. The front door is gone; the windows are blown out. There is little of note inside but for ruined furniture and such, except for an intact large, white sofa. Inside are 3 aggressive giant rats who are gnawing on dog and goatman bodies. Once combat begins, the trailer lists slightly. The “sofa” has woken up and is revealed as a monstrous white rat. It lethargically enters the fray a round later. He fights to the death, the others will flee, when one is killed.
Giant Rats (3)
HD ½, Hp 2, AC 12
Fort 0 Ref 0 Will 0
Bite 1d3
Old Whitey
HD 3, Hp 12, AC 13
Fort +3 Ref +1 Will +1
Bite +3 to hit 1d6
Nightfall
If the characters have made friends with either the dogmen and/or the goatmen, they will offer help against Vaughn. At least two troops, up to four, depending on how things are going. Night comes shortly and the tower is too far away to reach over the difficult terrain. The humanoids will warn the characters to hide for the night. Seeking shelter in the mobile home is the best option. Large troops of orcs, goblins, and others begin marching across the landscape. The characters will have 3 rounds of warning to do something before they arrive. The processions go on, off and on, all night. As long as they keep quiet, the characters are safe.
Part 1
Part 3
Part 4
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Battle Site
After some uneventful, but difficult travel over rough terrain, the characters happen upon a clearing where there has been a recent battle. The combatants were apparently dogmen versus goatmen. A giant rat flees as the characters approach. The corpses are still bloody, some partly eaten. There are bloody trails in two directions, indicating that some bodies have been dragged off. (One to the dogmen camp, the other to the rat lair.)
A round after finding the bodies, the sound of barking fills the air. The next round, 4 dogs come running in. The next round, 6 dogmen, also barking, come running up. They will bark for one more round before attacking, unless parleyed with.
Their leader is Gaffy (a rottweiler with floppy ears) and his big yellow pet dog, Duedo. Gaffy has a gem-studded collar worth 25 gp, everyone is otherwise dressed in loincloth. The dogs are highly territorial, but willing to deal for fresh meat. Gaffy pees on the ground to show that this is their territory. They will have a violent reaction to any mention of Vaughn, who has killed and skinned several of their pack. They might be willing to help against him.
What they want at the minute is to kill a big white rat for the pack, but a bunch of goatmen are also fighting for its lair.
Attack Dogs (6)
HD ½, Hp 2, AC 11
Fort 0 Ref 0 Will 0
Bite 1d3
The Junkyard Dogmen (4)
HD 1, Hp 4 (8 Gaffy), AC 13
Fort +2 Ref 0 Will 0
Spear +1 to hit 1d8
Bite +1 to hit 1d6, will bite unarmored opponents if possible
Monument of Trash
A few minutes away on the rough trail is a tall, thin monument made of garbage in a clearing ringed by low hills. Surrounding it is an obvious campground. As the characters enter the clearing, 4 goatmen snipers in camo-trash outfits attempt to ambush the party from the surrounding hills. Another goatmen wielding a sword runs out of a tent. The snipers will leave cover after the first shot and attack.
If one of their number is killed quickly, their leader, One Horn, surrenders. Their herd is called the Chivas. They are aggressive, somewhat pointlessly, but can be cowed easily. What they want is to eat. They’ll take pretty much anything organic (though not flesh). Their goal at the moment is taking the weed patch that the giant white rat sits on.
Goatmen (5)
HD 2, Hp 8, AC 14
Fort +3 Ref 0 Will 0
Bow +2 to hit 1d6, Dagger +2 1d4
(Sword +2 to hit 1d8 One Horn)
Charge +2 to hit 1d6 + Stun, will open with this attack if possible
Mobile Home
One of the bloody trails of bodies leads to what appears to be mobile home a half-hour away. It appears seemingly washed up on the shores of the sea of trash. A large patch of weeds and mangy grass ring the area. The front door is gone; the windows are blown out. There is little of note inside but for ruined furniture and such, except for an intact large, white sofa. Inside are 3 aggressive giant rats who are gnawing on dog and goatman bodies. Once combat begins, the trailer lists slightly. The “sofa” has woken up and is revealed as a monstrous white rat. It lethargically enters the fray a round later. He fights to the death, the others will flee, when one is killed.
Giant Rats (3)
HD ½, Hp 2, AC 12
Fort 0 Ref 0 Will 0
Bite 1d3
Old Whitey
HD 3, Hp 12, AC 13
Fort +3 Ref +1 Will +1
Bite +3 to hit 1d6
Nightfall
If the characters have made friends with either the dogmen and/or the goatmen, they will offer help against Vaughn. At least two troops, up to four, depending on how things are going. Night comes shortly and the tower is too far away to reach over the difficult terrain. The humanoids will warn the characters to hide for the night. Seeking shelter in the mobile home is the best option. Large troops of orcs, goblins, and others begin marching across the landscape. The characters will have 3 rounds of warning to do something before they arrive. The processions go on, off and on, all night. As long as they keep quiet, the characters are safe.
Part 1
Part 3
Part 4
Thursday, January 24, 2013
Fantasy Core RPG Adventure--Dump Hunt Part 1
DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Intro
The characters have entered the frontier town of Cross. They have come looking for work, but due to their novice status, they’re currently unemployed. A deputy enters the Tower bar in the morning where the characters are, and announces a job.
A bounty has been issued on a local wizard, who’s apparently gone rogue. Vaughn and his associates were caught stealing bodies from the morgue. They escaped and were observed by a ranger patrol entering the Lost Valley. Vaughn entered a tower in the valley before they gave up pursuit. 100 gp has been offered for him alive, 75 gp dead. The Wizard Council is offering 50 gp for his spellbook.
Local bounty hunters laugh and resume drinking. If the characters inquire, the deputy will give further info. The Lost Valley is better known as the Garbage Dump of the Lost City of the Ancients. The city appears to be no where nearby. Their garbage, however, was apparently dumped here via magical means. (Thankfully, not the sewage.)
The characters are given directions. The valley roughly a half-day away on foot. Perhaps a full day to reach the small tower within. They are warned to seek shelter at night.
The Valley
Cresting the final rise, the characters view a valley, a five miles wide and several miles long. The entire bottom glistens in trash and debris. Hills and valleys of garbage undulate across the floor. In the far distance, there appears to be a gigantic tire fire going. A gigantic purple worm can be seen. A colony of giant cockroaches is crawling around a sewage pit. Somewhere near the center is a small tower overlooking the trash. As they enter the valley, the sunlight begins to diffuse, bathing the land in a bluish hue, indicating that the characters are now in the Wastes.
[Yes, there's a setting that goes with this adventure. It's not ready for posting yet, but I plan on putting it up at some point. I also reserve the right to retroactively disavow whatever setting notes (and monster stats) that are in this adventure if they contradict the actual setting. Just letting you know in advance.]
Part 2
Part 3
Part 4
Wednesday, January 23, 2013
Pulp Fantasy Core--Ship Combat and Artillery
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Ship Combat and Artillery
[Okay, I'll be the first to admit these rules here are a little sketchy. (And I didn't give this warning with the rest of the rules I've posted?) You're probably better off narrating any events involving naval or artillery combat. But just in case you need them, you can fake it with these.]
General Types of Ships:
Small Craft (sailing ships, riverboats): AC 12, destroyed on one hit.
Small Warship (destroyer, transport, submarine): AC 14, destroyed on two hits, up to 2 artillery batteries and 2 AA batteries on destroyers.
Medium Warship (cruiser): AC 16, destroyed on three hits, up to 4 artillery batteries, 8 AA batteries.
Large Warship (battleship, carrier): AC 18, destroyed on four hits, up to 6 artillery batteries on battleships, 20 aircraft on carriers (battleships might have 2 scout planes), 8 AA batteries.
General Naval Combat Skills:
Naval combatants must have the Sailing skill with combat experience and the Demolotions/Heavy Weapon Skill in order to attack. Roll initiative each rd. This is 1d20 + Sailor Skill. Roll off any ties.
Operating ship's guns, artillery, and AA batteries requires the Demolotions/Heavy Weapon Skill. Gunners add their skill bonus only to their attack roll. Operating any heavy gun requires three crewmen to fire every rd, otherwise the rate of fire is once every other rd.
Warships are only vulnerable to bombs, torpedoes, canon fire, and mines (submarines-depth charges) though strafing can eliminate gunner positions on deck.
A DC 18 Sailing Skill is required to maneuver or stay on course after taking a massive hit. Ships having taken any hits move at half speed. (Pursuit and such may be handled as vehicles.) Repairs may be done at sea, 1 turn per hit, assuming there is someone with the Repair skill supervising. Ships depleted of hits will sink in 1d4 + hits rds.
General Artillery Rules:
Extreme long-range attacks with cannon fire (from the air, AA, from offshore, long distance artillery strikes) are made with without any attack bonuses. However, for every two cannons focused on a single target, add +1 to hit, up to +5. Gunners attack with their the Demolotions/Heavy Weapon Skill only when attacking at closer range.
Structures and ships are generally invulnerable to small arms fire and can only be collapsed or damaged by heavy guns and bombs.
House: AC 11, destroyed on one hit
Building: AC 12, destroyed on two hits
Trench: AC 12, destroyed on one hit
Bunker: AC 13, destroyed on two hits
Well, at long last, we've reached the end of the Fantasy Core/Pulp Fantasy Core rules posts. If you're looking for some pdf's of these rules, so am I. Right now the most current copy of the rules is what's posted here. I've discovered my copy of the rules at home on my hard drive isn't even up to date. At some point, I may go through these posts, make a new doc, and see if I can host it on my Google drive, but don't hold your breath. In the meantime, this Published here as Open Game Content link at the top of the page contains a linked index to all the rules posts. Don't fret, I've still got a few sample adventures and some other material to post.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Ship Combat and Artillery
[Okay, I'll be the first to admit these rules here are a little sketchy. (And I didn't give this warning with the rest of the rules I've posted?) You're probably better off narrating any events involving naval or artillery combat. But just in case you need them, you can fake it with these.]
General Types of Ships:
Small Craft (sailing ships, riverboats): AC 12, destroyed on one hit.
Small Warship (destroyer, transport, submarine): AC 14, destroyed on two hits, up to 2 artillery batteries and 2 AA batteries on destroyers.
Medium Warship (cruiser): AC 16, destroyed on three hits, up to 4 artillery batteries, 8 AA batteries.
Large Warship (battleship, carrier): AC 18, destroyed on four hits, up to 6 artillery batteries on battleships, 20 aircraft on carriers (battleships might have 2 scout planes), 8 AA batteries.
General Naval Combat Skills:
Naval combatants must have the Sailing skill with combat experience and the Demolotions/Heavy Weapon Skill in order to attack. Roll initiative each rd. This is 1d20 + Sailor Skill. Roll off any ties.
Operating ship's guns, artillery, and AA batteries requires the Demolotions/Heavy Weapon Skill. Gunners add their skill bonus only to their attack roll. Operating any heavy gun requires three crewmen to fire every rd, otherwise the rate of fire is once every other rd.
Warships are only vulnerable to bombs, torpedoes, canon fire, and mines (submarines-depth charges) though strafing can eliminate gunner positions on deck.
A DC 18 Sailing Skill is required to maneuver or stay on course after taking a massive hit. Ships having taken any hits move at half speed. (Pursuit and such may be handled as vehicles.) Repairs may be done at sea, 1 turn per hit, assuming there is someone with the Repair skill supervising. Ships depleted of hits will sink in 1d4 + hits rds.
General Artillery Rules:
Extreme long-range attacks with cannon fire (from the air, AA, from offshore, long distance artillery strikes) are made with without any attack bonuses. However, for every two cannons focused on a single target, add +1 to hit, up to +5. Gunners attack with their the Demolotions/Heavy Weapon Skill only when attacking at closer range.
Structures and ships are generally invulnerable to small arms fire and can only be collapsed or damaged by heavy guns and bombs.
House: AC 11, destroyed on one hit
Building: AC 12, destroyed on two hits
Trench: AC 12, destroyed on one hit
Bunker: AC 13, destroyed on two hits
Well, at long last, we've reached the end of the Fantasy Core/Pulp Fantasy Core rules posts. If you're looking for some pdf's of these rules, so am I. Right now the most current copy of the rules is what's posted here. I've discovered my copy of the rules at home on my hard drive isn't even up to date. At some point, I may go through these posts, make a new doc, and see if I can host it on my Google drive, but don't hold your breath. In the meantime, this Published here as Open Game Content link at the top of the page contains a linked index to all the rules posts. Don't fret, I've still got a few sample adventures and some other material to post.
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