Monday, May 5, 2014

NASCAR Journal 5-4-14

I was quite confused that Fox was showing Talledega qualifying on Saturday.  I was confused to the point that I actually forgot about it until it had been on for about a half hour.  Did NASCAR want to showcase their new qualifying format?  No, the whole thing was just additional promotion for Fox’s new 24 series.  If it’s only going to be 12 episodes, how’s it going to add up to 24? 

If it was supposed to show the excitement and drama of the new format, the broadcast failed.  I showed up late and was flipping between this hockey, but I doubt I could have figured out the new format anyway.  There was some rules confusion on the part of the officials during one of the sessions, so I wasn’t alone.  Superspeedway qualifying is probably a different animal than at other tracks, but still, drivers were using their brakes during laps to let packs catch up with them.  In the mess at the finish line, somebody won the pole, though it wasn’t obvious who, because it was by speed and not an actual race.  The pole winner, Brian Scott, emphasized that their team cars on track had good teamwork together and a solid game plan for qualifying.  Isn’t that what we all tune into qualifying for?            

Now that I’ve sort of seen it, I can live without seeing this new format again.  All it did was distract me from watching a great hockey match.  (The Bruins came from two goals down in the Third Period and won against the Canadiens.  Players were literally fighting each other before the opening face-off.  I still don’t understand why the Canadians have a “C” and an “H” in their logo.  They’re from Montreal, not Halifax.  I’ve almost forgotten that I used to watch baseball games on Saturday afternoon.  No wonder I’m feeling depressed.)  Strategy and teamwork during a race is one thing.  During qualifying, it’s overkill.

The weather was beautiful in Talledega over the weekend.  The stands were full Saturday and Sunday.  I missed most of the pre-race on Sunday, but did catch Michael Waltrip asking the drivers what they talked about while waiting around for the driver introductions.  Junior was talking about the fight Saturday, which I unfortunately watched as well.  It is admittedly cool watching the drivers hanging out with each other before the race.

We’re going back to pack racing here at the superspeedway.  With rules and car changes, it’s hard to predict what you’ll get at Talledega and Daytona.  It wasn’t the usual constant car shuffling packs though.  Drivers ran three-wide and 10 deep, but held their positions much of the time.  The ending was a massive letdown.  There was a wreck in the field right before the leader took the white flag.  Instead of going to caution right then or just letting them race all the way for the final lap, NASCAR dithered and threw the yellow/checkers more than halfway through the lap.  Denny Hamlin was handed the win.  NASCAR’s whimsical rules enforcement and the audience lose.

Well, no comments about the commercials so far, there’s a reason for that.  I needed a separate section for them.  I was challenged to put some hard data behind my complaints about constant commercial interruption.  The race started at 11:21 am MST and ended at 2:38 pm MST for a total of 3 hours, 17 minutes.  My calculated commercial time during that period was 1 hour, 2 minutes. 

I’ll break that down for you.  8 minutes Side-by-Side coverage (2 of which were under caution).  22 minutes of commercials while under caution.  32 minutes of commercials under green flag racing.  There were 3 cautions during commercial, one of which Fox did break away from to go back to the race for a large wreck.     

Broken down by hour.  1st hour partial (39 minutes), 13 minutes of commercial;  2nd hour, 21 minutes of commercial; 3rd hour, 24 minutes of commercial; 4th hour partial (38 minutes), 4 minutes of commercial.  If you enjoyed the end of the race (up until the last lap), now you know why.


This was the worst way to watch a race ever.  There were three baseball games on the radio and a hockey game going on at the same time, and there I was sitting there counting commercials.  I can’t tell you how happy I was when the race ended, regardless of how.  I’m not doing this again.  From now on, just trust me when I say there’s a bunch of commercials on during a race.  

Friday, May 2, 2014

Artifacts: Military Life

My dad served as an Army engineer in the mid-60's.  He was stationed in South Korea.  Here's a few shots from his scrapbook.


Celebrating his 21st birthday


Blue Lancer Valley
 Captured
 His office as company clerk (since he could type)

 First snowfall
 Horsing around
 Just made E4
 His locker
 Qualified to operate this tractor
 Preparing for an inspection
 Scenes from a village
 RA Troop
Was sent home with this "Notice of Return."  I don't think was an official document.  And a "Honey Bucket" was something used for defecation purposes. 
Last look at Korea

Thursday, May 1, 2014

Fantasy Core Adventure: Diamond Temple Part 4

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



Encounter 14: Cell
This room functions as a crude cistern with a smelly hole at one end.  It also functions as a cell.  Currently there are 2 captives chained up inside.  Both are unarmed and unarmored and frightened, as they’ve been told they’re going to be sacrificed to a horned god today.  The chains are the same as in the Gargoyle room #11.  These can also function as replacement characters. 

Fighter (Drew)
HD 1, Hp 6, AC 11 (none)
Fort +3, Ref +1, Will +0
Melee: +2 to hit, add +1 to damage

Drew is a recently recruited cultist who was caught trying to steal from the cult, but won’t admit to it.  He’ll just say they caught him while he was out hunting.  Perhaps he helps the party for a part of the cut.  Perhaps he goes along with the party and sells them out at a bad moment to get back in the cult’s good graces.  It’s up to you.

Thief (Shamus)
HD 2, Hp 5 (badly beaten, 9 hp fully healed), AC 12 (none, +2 Dex)        
Fort +0, Ref +5, Will +1  
Saving Throws: A thief never takes full damage from a failed save, only 1/2 damage (if applicable). If a successful save gives 1/2 damage, the thief takes no damage.

Melee: +2 to hit
Ranged: +4 to hit

Surprise Attack: Unsuspecting, Stealth roll + Attack roll, max damage + 2
Knockout: Unsuspecting, Stealth roll + Attack roll, DC 12 Fort Sv or KO 1 turn
Sneak Attack: In combat, Stealth roll + Attack roll, max damage

+4 Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items)
+4 Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets
+2 Acrobatics (Balancing, jumping), Climb
+4 Fast Talk, Haggle, Disguise, Intimidate (Psychologically)
+3 Charm
+2 Intimidate (Physically)
Note: Lacking Thieves Tools, so is unable to Disarm Traps or Pick Locks

Shamus broke into the temple via the exit inside the temple room, looking for the diamond.  He’ll need little convincing to go after it, in return for a cut of the profit.


Encounter 15: The Temple




The characters will be able to hear chanting from outside the room.  The large doors to the chamber are partly open.  They can carefully sneak up to the doors and peek inside without a Stealth check.  They’ll be able to see 20 black hooded Acolytes bowing and chanting.  Rodney Maxwell is standing on a podium, wearing a crown with the Gargoyle’s horn stuck on it.  He has his back to the doors, chanting with this arms upraised.  And there it is, the fist-sized eponymous Diamond.  It’s implanted in the wall that Rodney is chanting to, and set in the middle of a complex looking magical diagram.  There’s also a set of red curtains beside the diagram.

Okay, the characters can plan what they want to do next without any interference, for a turn.  If they enter wearing black hoods, no one will notice for up to 1 turn, as long as they are acting like the other Acolytes.  Not acting like the others, will result in immediate discovery.  It’s a DC 12 Stealth check to sneak in otherwise, but they’ll have to keep rolling it every rd they’re inside. 

There’s no telling what kind of hair-brained scheme the players will cook up, so I’m not even going to try to account for them.  The Acolytes and Rodney will move to attack en mass any intruders without any subtly.  If the Gargoyle was freed, he will charge in and attack Rodney at some point.  Also, Drew the fighter may change sides.  Rodney will try to escape if he’s seriously hurt or most of the Acolytes are gone.  There’s a ladder behind the red curtains that goes to the surface in 2 rds.  It ends in a hatch that’s magically hidden on the outside.  Rodney will duck behind the curtains and scale the ladder in a panic.   

Twenty Acolytes
HD 1, Hp 2, AC 10
Fort +0, Ref +0, Will +2
Melee: Club +0 to hit, 1d6

Cult Priest-Wizard (Rodney Maxwell)
HD 3, Hp 18, AC 12 (none)
Fort +1, Ref +3, Will +6
Melee: Staff of Striking DC 14 Ref Sv or 2d6 damage (11 charges, command word “Strike,” requires a wizard to use)

Spells: Spellcheck +5, Save against DC 14, up to 3 failed Spellchecks/encounter
DC 13 to cast
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.
DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.


Afterward
The Diamond can be easily pried out.  If Rodney was killed in the temple, he’ll momentarily come back to life with the removal of it.  “You fools, that was the capstone for. . . gurgle,” then he expires for good.  Nothing immediately bad happens however.  Perhaps there’s some clues in his books.  Rodney’s key to his strongbox is also on his person.  


The characters will need Rodney’s staff to collect the bounty.  If a wizard in the group wants to keep it, it’ll be 50 GP off the 100 GP bounty.  The Diamond is clearly worth a lot more than 100 GP, but the group may find some complications in owning it which will be left up to you.  If the Gargoyle survives and Rodney is killed, it runs off again.  Perhaps the group will meet him again someday.

Wednesday, April 30, 2014

Fantasy Core Adventure: Diamond Temple Part 3

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



Encounter 10: Mess hall
This dimly lit room has a pair of long mess tables.  There is evidence of a pitiful feast.  There’s rations and wine skins left on the table and in several backpacks (22 if counted). 


Encounter 11: Purification room
There’s a basin of red liquid (wine) in the center of the room with a Gargoyle statue standing over it.  The statue is conspicuously missing its head horn and is chained to the wall.  It won’t react unless it is attacked or if anyone tastes from the basin.  If reduced to 4 or less Hp, it will cease fighting and cower in the corner, whimpering.  It won’t speak, but will tug at its chain.  The lock can be picked at DC 12 or the chain pulled out a DC 18 Str check (add +1 for everyone with +1 or more Str helping, the Gargoyle adds +1 as well).  (I suppose you could also hack off its foot.)  If freed, it will escape.  (It’ll turn up again when the characters raid the temple and will go straight for Rodney.)      

Gargoyle
HD 4, Hp 16, AC 16 (normally magic to hit, but Gargoyles lose their enchantment without their horn)
Fort +5, Ref +6, Will +4
Melee: 2 x Claw +6 to hit 1d4+2 and Bite +4 to hit 1d6+1


Encounter 12: Cloak room
There are 5 black hooded cloaks hanging on pegs in the room.  There’s also one black hooded Acolyte in the room, asleep and snoring loudly.  This is the guard for the complex.  A loud scuffle in the Room #11, or bashing open the door to #13, or entering the room incautiously may wake him up (roll a DC 12 Will Sv for him).  Otherwise, the room can be entered without even a Stealth check.  If alerted, he’ll attempt to run to the temple for reinforcements (10 Acolytes) in 4 rds.

One Acolyte
HD 1, Hp 2, AC 10
Fort +0, Ref +0, Will +2
Melee: Club +0 to hit, 1d6


Encounter 13: Rodney’s Office
The door is locked door and DC 12 to pick, DC 18 to break down.  Inside is a simple office and bed.  There’s a shelf full of blasphemous religious tomes and a magic book (radiates magic) with 3 1st level spells, 2 2nd level, and 1 3rd level.  (The spells can be picked out later.)  There’s also 4 healing potions (1d6+1 hp).  Under the bed is a metal strongbox with 75 GP inside.  It’s DC 18 to pick.  Rodney has the key with him. 


Tuesday, April 29, 2014

Fantasy Core Adventure: Diamond Temple Part 2

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


Encounter 6: Fatso
The bad smell gets stronger here.  Wherever the group enters, on the opposite end of the chamber is a large mound of flesh.  It jiggles and slowly rises to face them.  This is Fatso, a Ghoul Giant.  The good news is that, it too, has been badly underfed and does not have the usual paralyzing bite.  The bad news is that it’s still likely a TPK for a bunch of grade-schoolers like the character group in straight up fight.  It also has a Ghast-like stench about it, hampering melee combat.  If there are any Pirates with the group, it’s a DC 12 Will Sv for them to stand and fight.  (Just roll for the Captain.)  After the first death, roll again at DC 18.

It moves slowly.  The characters will get a free shot at it after seeing it, and they can easily outrun it.  Right now, it is hemmed in the chamber.  All of the egresses are too small for it to fit through.  However if the characters want to continue on (through chamber #7), they’re going to have to figure out a way around it.  It’s worth noting that there are some half-eaten Ghoul bodies in the chamber.  It’ll eat the live and the undead apparently.

Ghoul Giant
HD 10, Hp 30, AC 15, Always last in Init.
Fort +4, Ref +3, Will +5
Melee: Swat +10 to hit, 2d8
Or +10 to hit, DC 12 Ref Sv or grabbed
DC 18 to Break (Str) or Escape Artist, next rd, automatic Bite 1d6 damage, it will likely drop a victim after a bite, if it takes a hit from someone else
Stench: For everyone within 5’, DC 12 Fort Sv or stunned 1 rd.


Encounter 7: Tunnel
The escape from Fatso and entry into the temple goes through a partially collapsed passage.  It is nearly filled with debris and doesn’t seem stable.  Characters will have to crawl, one at a time into the passage, and it can fit three people down its length.  Torch-carrying isn’t going to work, so they’ll need another light source, or have to travel in the dark.  It will take 2 rds to reach the end, where a dim amount of light can be seen. 

At the end of the tunnel is a wire trap.  It’s DC 12 to detect if the character has a light, DC 18 if not.  It’s a DC 18 Ref Sv to avoid, if not detected, DC 12 to avoid if detected.  (DC 12 to Disarm if a Thief wants to try it.)  It’s 2d6 damage to everyone in the passage if set off.  At least the passage won’t be totally blocked by it, but it’ll take 2 rds to dig out.      

On the other side, the corridor is obviously a built structure, and pretty old.  There are torches burning at regular intervals down the hallway, though it’s still not well lit.  Normally, the trap going off would bring some guards, but not this time. 


Encounter 8: Stable
Judging by the desiccated hay, piles of manure, and horse skeletons, this was some sort of makeshift stable.  There are four piles of bones, which will suddenly start to reform if disturbed.  The Skeleton Horses will attack anyone in the chamber, though they will not pursue out of it.  There’s a saddle bag in the crusted crap containing 25 GP and perhaps a partial map of the rest of the dungeon (if you want to expand it).

Four Skeleton Horses
HD 2, Hp 8, AC 13
Fort +3, Ref +0, Will +0
Melee: Hooves +2 to hit, 1d6 x 2


Encounter 9: Abandoned Room
This chamber has clearly been worked on and turned into an actual room, though not finished.  It’s piled up with a bunch of the garbage.  If you’d like connect this to a larger dungeon, the north wall has a magic infused archway that’s been painted on it.  There are runes inscribed on it that will defy any translation.  If copied down and taken to a Sage, it will reveal a way to open the arch into the rest of the dungeon.

The garbage can be searched through in one turn.  Roll 1d10 for each character searching.   

1-5- Nothing Useful
6-Short Sword
7-Shield
8-Useful equipment (player’s choice)
9-Pouch of 1d6 gems (10 GP each)
10-A glowing stone, a magic light source

There’s also a broken Ballista in the room, which could be fixed with a DC 12 Int check (roll for the highest Int and add +1 for everyone with +1 or more Int that are helping).  7 Bolts will also be found with it that will do 2d10 damage.  It will require 2 people to fire it every rd and to move it.  It won’t go through the passage #7.

Baseball Journal 4-29-14 Opening Night

I was there!  Sort of.  I was listening!  For most of it.  Darn it.  Tim mentioned that in the coming years far more than the 9,000+ in attendance will claim to have been at this inaugural game for the new ballpark and the true home opener for the Chihuahuas.  You can add to that an even more select group of those who stayed up and saw or listened to the end, and those who only claimed to have experienced it.

Congratulations to the organization for starters.  Whatever misgivings myself and others have about the origin of the team and their ultimate fate in El Paso, last night was one of celebration.  At 5:00, I snuck into the breakroom at work to watch the local news.  At least three of the local networks (probably all of them) were broadcasting from the stadium and doing stories.  They discussed a few issues, but mostly kept it upbeat, which was entirely appropriate.  One of my co-workers and even my boss came in to watch some of the coverage. 

I saw a couple of different interviews with the fellow who named the team, who’s become the team’s unofficial ambassador.  There was an interview with the deep toned public address announcer, who certainly got a workout announcing the teams before the game.  (And in spite hearing it 10 times, I missed his name.)  All of the players were introduced like an All-Star game.  The dogs were introduced with Sirius playing in the background (a la “Your Chicago Bulls!).  The “Fear the ears” maneuver was displayed by the players.  The construction workers were honored before the game.  Given the forced march schedule of demolition and construction and that the stadium did open when promised, they certainly deserved the praise. 

Watching the TV coverage was likely my first mistake of the evening.  It was good to actually see the stadium, but the local radio coverage was probably better.  My dad, who was listening to it instead, seemed to get something out of it.  My apprehension of KROD’s commitment to baseball has so far been placated.  They’ve even resumed playing ESPN’s Sunday night baseball.

I’m starting to get embarrassed heaping praise on the voice of the Chihuahuas, Tim Hagerty.  Tim had a real sense of history being made tonight and was in top form painting lyrical spoken word pictures of the stadium, the crowd, the players, and the action.  One of the newscasts teased an interview with Tim, but it didn’t come on during the early broadcast, so I missed it and can’t comment on it.  Certainly he was also endearing himself to the crowd, even though they probably didn’t hear him, as Tim repeatedly praised fan knowledge about how the game is played.  Tim even gave a little love to the umps before the game, saying how proud they must be to be there.

The ballpark itself had a couple of interesting features mentioned.  There’s a single empty seat held for fallen and overseas military members.  There’s even knothole access to fans out on the street like at AT&T Park in San Francisco to see the game.  I think people are cycled in and out every three innings there.  Given that they sellout about every game, they can give some free looks.  People are also able to watch from the tops of buildings across the street in El Paso.  I’ve heard that that was the origin of the Green Monster at Fenway in Boston.  That it came about to block that kind of view, unlike the rooftops at Wrigley in Chicago.  I wouldn’t wait for stands to start appearing on El Paso building tops.

The fans seem to have already chosen favorites amongst the players.  I don’t know how this will work out in the long run.  From what I’ve seen, Triple A rosters are highly transitory.  The teams made up of veterans trying to get back into the show, prospects who are ready for their chance but are positional-ly blocked, and a couple of “Crash Davis” types who are there for organizational stability.  These guys can, and will, be moved at anytime with frequency.  The Double A experience was generally young players together as a unit, trying prove that they’re ready to move on.  It might not be a good idea to get too attached to anybody on the Chihuahuas.    

The team arrived in El Paso during the day and were met by about 100 fans.  (Since they were there during the day, the city really should have had a Mariachi band and Folklorico dancers there for them.)  Cody Decker made the biggest hit wearing a pink ascot, a fedora, and sunglasses.  I don’t know what the story was behind that outfit, but I suspect there is one.  Fans were chanting his name during an at bat at one point late in the game. 

I was impressed by Travis Buck, not only hitting the first homer in the park, thus making the first score, but also for hitting the light tower on the pitch before.  If that had gone out, hopefully they have the music from The Natural on hand to play for the trip around the bases.  Travis was also hit by a pitch earlier, which he caught between his elbow and body.  I would have liked to have seen that.  The best defensive play, that I could tell, goes to Rico Noel for making a great catch in the 8th to keep the game tied.

Wind was apparently not a factor in this game, nor was altitude.  Right now the balls are kept in a humidor like at Coors Field.  In spite of watching several weather forecasts at the ballpark, I never found out which way the wind was blowing relative to the stadium.  I don’t know what kept the ball down, but the score was 1 to 1 for most of the game and then some. 

I knew that the game wouldn’t be finished by the time my time at work was done.  There was also something on TV I wanted to watch at 10:00.  Here, I made another poor decision to go ahead and stay and keep listening, since I wouldn’t be able to listen at home.  It was a bad decision because an hour and half later, the game still wasn’t final.  Then I made the last bad decision of the night, and left at 11:00.  I wouldn’t get the final score, 2-1 Fresno Surfing Bears, err Grizzlies, until the next morning.       

It was just as well.  I would have hated to have heard the dogs lose their first game anyway.  Certainly the experience was going to be very memorable for those who stayed to the end.  It was probably really memorable for people parked at the meters.  I wonder what those people did as the clock ticked down.  I also wonder about the local businesses in the area.  I can’t see them getting much business after this game. 


Whatever.  The crowd was into every pitch for most of the game and seemed to be enjoying themselves.  There’s was even a singing contest between one side of the stadium and the other during one mid-inning.  I’ve still got questions about this whole enterprise, but at least everything got off on the right foot.  I was very pleased to have heard the game, and I think most of the fans in attendance had a good time, which is what this is all about.  

Monday, April 28, 2014

Fantasy Core Adventure: Diamond Temple Part 1

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



Encounter 1: Lookout
The group observes two men who look like pirates, standing guard outside of the cave mouth, which the characters need to enter.  They’re not very observant, actually a bit drunk from passing jug back and forth.  The players can decide how they want to deal with them, as their characters are currently hidden in the forest brush surrounding the cave.

They will attempt to warn the others if given the opportunity, unless convinced otherwise, though they are not really in the mood for a fight.

Two Pirates
HD 1, Hp 6, AC 12 (leather)
Fort +3, Ref +0, Will +0
Melee: Cutlass +2 to hit, 1d6+1
Ranged: Crossbow +1 to hit, 1d6


Encounter 2: The Door
While checking out the cave, Captain Bart noticed an apparent secret door in the cave wall.  He and the group are trying to figure out how to open it.  The characters will get the drop on them if they have taken care of the lookouts.  The pirates are fugitives and desperate, but not stupid.  They might be willing to deal.  Certainly the possibility of treasure would intrigue them.

The secret door is stone and while it’s pretty obviously there, the mechanism to open it is tricky.  It requires a DC 12 Lockpicking check, or a DC 18 Int check (highest Int bonus rolls, anyone with a +1 Int bonus adds +1 to the attempt). 

Three Pirates
HD 1, Hp 6, AC 12 (leather)
Fort +3, Ref +0, Will +0
Melee: Cutlass +2 to hit, 1d6+1
Ranged: Crossbow +1 to hit, 1d6

Pirate Captain Bart
HD 2, Hp 12, AC 13 (leather)
Fort +4, Ref +1, Will +1
Melee: Longsword +4 to hit, 1d8+2


Encounter 3: Ghouls
The first thing the characters will notice upon entering is the smell.  It is grave death awful.  It permeates all of the caves.  The caverns are rough-hewn, but show obvious signs of use.  There are two scraggly, emaciated bodies lying out in the middle of the chamber.  They slowly come to life as they smell the approach of the party.  They are Ghouls, but haven’t been fed in a while and are thus weakened.  Hungry as they are, they’re smart enough to run to the north if overmatched.    

Two Ghouls
HD 2, Hp 8, AC 14
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit, 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn


Encounter 4: More Ghouls
Two more Ghouls in a similar condition are here.  These are hanging from the wall however.  It is DC 12 Detection to notice them, otherwise they’ll leap down for a surprise attack.  Again, they’ll run to the north if being beaten.

Two Ghouls
HD 2, Hp 8, AC 14
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit, 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn


Encounter 5: Underground Stream

This high-ceiling chamber has a stream running into and out of it.  If you’d like to connect this dungeon to something larger, wading upstream to the north, voices can be heard.  However, the passage is too small to fit through.  Perhaps with some proper tools, it could be opened up.