Wednesday, May 18, 2016

Dark Continent Redux: The Tower

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




The Tower
3 XP for climbing the tower and defeating the Thunderbird (2 XP for killing it elsewhere).  Frankly, the party shouldn’t go anywhere near its nest, but there is a possibility they’ll have motivation, such as a couple of captured party members.  The Thunderbird will embed (forget escaping) anyone captured in its crap and will go back for seconds.  It won’t consume captured prey immediately.  Give the party at least a day’s chance to affect a rescue. 

This massive structure sits in the center of the city in the middle of the Grand Avenue.  It can be seen from anywhere inside the city (unlike the real Eiffel Tower).  Unfortunately, what lives up there can do likewise and it has a good set of eyes.  This is the nest of the Thunderbird, a very large man-eating avian. The group should get a glimpse of the creature feeding on a wandering elephant beforehand as a warning not to stray out in the open too long.  Flying objects will immediately attract its attention.

The Tower stands 1,063 ft high, about 81 building levels, as per Wikipedia.  It is also encrusted in massive chunks of bird crap, which gets thicker and fresher, the higher you go.  A colony of giant beetles exists just off this fodder.  There are three main levels, connected by a series of open stairs.  Narrow gangways cross the width with very impressive and relatively unobstructed downward views (in other words, big drops).  A winding spiral stairwell comes to the top third level.  Here is the Thunderbird’s nest, which is filled with human bones and shiny items like gold, gems, jewels, and even magic items.

When his expedition reached the city, Kurtz managed to fight off the bird and save the rest of the party.  Since then, it has avoided attacking anything radiating powerful magic, such as Kurtz and his Demon Host.  The Character party will have to earn that respect.  I dislike random encounter tables, so I would say if the Characters are wandering around in the open, especially on the road, inside the city, they will attract this creature’s attention.  That there’s nothing else moving inside the city should be a clue.  (There shouldn’t be any other encounters in the city, except for at the specific encounter areas as written.  But you want more encounters, perhaps the Thunderbird hasn’t depopulated the city and sleeps much of the time.)  If the Thunderbird loses half its hp, it will fly off in search of easier prey.  Only at its nest will it fight to the death. 


Lower Observation: Encrusted with old crud, somewhat disgusting.  4 Giant Beetles are scavenging around and will attack intruders.  

Mid Observation Deck: Covered in thick fresh crap.  DC 12 Fort Sv or sickened for 1 Turn (all abilities and skills go to 0 bonus).  10 Giant Beetles will rush to attack.  Anyone taking max damage in an attack, must make a DC 12 Ref Sv or slip on the crap and go right off the Tower (requiring an XP save).     

Thunderbird Nest: It’s covered in a thick layer of fresh straw and grass.  The Thunderbird will likely be asleep and won’t awaken unless forced to, and boy will it be angry.

Treasure cache (all scattered): 2000 gp, 100 gems (50 gp apiece), 50 jewels (100 gp apiece), +1 Dagger, +2 Longsword, +1 Shield, +2 Longbow, Slayer Arrow +10 to hit, +10 damage (will break on any hit), Wand of Fireballs (12 charges, 6 + Spellcheck fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range).

There are many ruined mundane items buried in the Thunderbird’s nest, including armor and supplies, but all ruined.  These were taken off of members of Kurtz’s expedition.  Perhaps some notes about Kurtz, the city, and temple could be found. 

Giant Beetle
HD 2 (d8+4), Hp 13, AC 16 (Natural)
Fort +5, Ref +0, Will +0
Melee: Bite +2 to hit 1d4+1
Acid Spray: DC 12 Fort Sv or 1d4+2 points of acid, S

Thunderbird
HD 12 (d8), Hp 96, AC 15 (Natural)
Fort +18, Ref +13, Will +9
Melee: Bite +10 to hit 3d12 or 2 x Claws +10 to hit 3d6, if both Claws hit the same opponent, they are grappled.  DC 18 Str or Escape Artist check to get free, however the Thunderbird will try to take its prey up to its nest for later consumption.  A captured person might not want to get free while in flight.
Flight

Tuesday, May 17, 2016

Dark Continent Redux: The Forbidden City

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




The Forbidden City
The Opera House
          Part 1
          Part 2


[Let the Players see this map if they recovered the map at Kurtz’s Plantation.]

General Description
Cresting a rise at the end of their trek, the party will be able to get a good look at their final destination before reaching it.  A rough semi-circle of a walled city hugs the river shore.  The ancient city is a massive jungle-covered ruin.  A large tower dominates the center of the landscape.  There are also four large buildings that are still standing, all of which have a red glow to them.  There is a curious bridge from the city that goes out into the river, but it doesn’t seem to lead anywhere.  The Character’s map of the city clearly shows an island with a temple out in the river, but it’s not there.  The city walls have fallen down in several places and are unguarded.  Land entry will be unopposed.  Airborne entry will attract the attention of the Thunderbird, described later. 

A large, hungry-looking aquatic dinosaur-era creature patrols this river.  The group should be given a good look at it before trying any waterborne adventures on the river.  The creature should also attack anything lingering on shore or on the bridge too long.  2 XP for killing this thing, but the Players really should be smart enough to not waste their time, and likely their Characters’ lives, attacking it.

Elasmosaurus
HD 10+10, Hp 90, AC 13 (Natural)
Fort +15, Ref +9, Will +4
Melee: Bite +13 to hit 2d8+5
Ram: (against ships) +10 to hit, 2d10+10 causes hull damage to ships larger than themselves, automatically capsizes smaller vessels.
Stealth (in water) +5 (DC 17 Detect)
Description: Large aquatic hunter, long-necked with flippers (“Loch Ness Monster”). 


Character Goals
This is the remaining Demon Host’s last stand.  They are distributed amongst the four ruined buildings, glowing red: the Museum, the Opera House, the Prison, and the Cathedral.  Here they will all fight to the death.  The Characters’ motivation for fighting these creatures on their home turf is to break the spell that keeps Kurtz’s island temple invisible.  The group needs to take out all of the sacrificial altars to make the island visible again so that they can enter it. 


Hemisphere
This is long lost proper name of the city, which Kurtz discovered in his studies.  I’m using Paris as a model, though with extensive changes.  (The civic geography isn’t even close, I know.)  Jungle has covered much of the city, with orchids growing everywhere.  Except for the largest and sturdiest of structures, the rest is in ruins.  Could there be a relationship between this city and long-lost Circumsphere in the Southland?  [Jdh417 shrugs his shoulders.]  That’s up to you.

 

The Grand Avenue
A single, broad street goes down the center of the city and is the only easily navigable path.  It is also extensively watched by the city’s biggest predator, the Thunderbird (described under the Tower entry).  Each of the main sites of the city exists along either side of the road.  (Obviously not like the real Champs Elysees in Paris.)  The street terminates in a massive fallen arch and a nearly collapsed bridge leading to the island (which is currently invisible).  Near the entrance to the city and at the beginning of the street is a massive crater which leads down into the city sewers.  


The Bridge
Award 3 XP to the group for making it to the island.  (This entry is a bit misplaced, since this should be last encounter in the city, but it may be likely that the Characters will investigate it before the other structures in the city.) 

There is a large, crumbling bridge that leads to the island in the river.  It is at the end of the Grand Avenue, just beyond the fallen arch monument.  Currently, the bridge just ends in the middle of the river, without any signs of apparent damage.  It leads right to where Kurtz’s map shows an island.  Up close, one can see a shimmering effect, which radiates strong magic.  Those with True Sight or something similar can see the island.  However, the island isn’t just invisible, it’s not in this reality.  If the party is able to go Astral, Ethereal, or Phase, they can go right on in without any preamble.  But if they’re using a spell with a time-limit or if the spell is disrupted, they get dumped in the middle of the river, with the river monster. 

The only way to bring the island to the Characters is for them to break the four sacrificial altars in the city.  If the Players are unduly confused, some taunting and clue-dropping by one of the Demon Host, or a hint dropped by Witch Doctor Sane would be probably be in order.  After the island is made visible, Hellion and Satha will both be aware of it.  The Dragon, no dummy, will be orbiting above, waiting on the Characters to soften things up before he enters the fray.  Satha is too much of a coward to directly enter the fight at this time.  However, at the Ref’s discretion, Satha may teleport a troop of fanatical native warriors in to assist the characters.

Reinforcements
I’d really recommend that the Characters receive some help before leaving the city.  They should be under the Players’ control as long as they’re not abusing them.  A troop of Natives, sent by Satha, should approach the group as they come to the Bridge.  There should be a Witch Doctor for healing support if Doctor Sane didn’t make it and up to 4 Warriors to replace any lost from when they entered the city.  They should be lead an Elder or even a King, if the group is down a member.  If the Characters befriended them in the sewers, 4 Lizardmen might also join them.


[Note: The adventure from here on out is pretty tightly (hate to use this word) scripted.  On the other hand, an entire “Forbidden City” would seem to imply more than a small (but really dangerous) handful of encounters.  This is left up to you.  Extra encounters might not fit into this adventure, but perhaps another group of Characters could discover and become intrigued with exploring this locale after this adventure.]

Monday, May 16, 2016

Dark Continent Redux: Elysium

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



Elysium
1 XP for the Characters rescuing their guides and finding the map to the Forbidden City (killing the Demon Host here will also probably be necessary).

Kurtz’s Interior estate for his Intended was meant to be a paradise.  Elysium is even the name on the gates.  There are any number of artistic flourishes and little Cupid statues and such adorning the building.  The phrase, “For my Intended” is inscribed on every brick and stone.  Paintings and sculptures of her are everywhere inside.  But alas, the estate was never completed.  Worksite materials are still lying around.  Works of art are piled up in the corners of empty rooms.  It’s also coming apart, since it was never fully put together.  It’s a sad testament to Kurtz’s love.

It’s never been spoiled for a good reason.  One of the Demon Host guards this incomplete palace, the Undead Master.  Advanced, powerful, and fast moving Zombie creatures (12 Stalkers) roam the grounds and rooms.  They are relentless hunters with a keen telepathic sense guiding them and coordinating their packs.  Have them start attacking in groups of two.  They will strike when they have an advantage in numbers and location, disengage when forcefully confronted, regroup, and repeat. 

Complicating matters, supernatural darkness fills the interiors.  Only supernatural light sources will provide any illumination inside, and then only within 5’.  The master himself is on the second floor.  The second story is a shell and completely unfinished in the interior (there are outer walls, windows, and a roof).  Any Stalkers left will come to his defense.  His demise deactivates the zombies and lifts the darkness.       

Seeker and Doctor Sane are bound, crucified-like, to the exposed beams of the tower.  They’re not in good shape, but remarkably, they’re still alive.  Even more remarkable, they’re still willing to help.  They will need at least a day to recover though.  Sane will work a spell and 3 more Warriors will appear the next day.  The Doctor will say that he called his tribe in to help enter the Forbidden City with the Characters.  “Sigh.  I don’t know if these are the brave ones or the stupid ones.”  (As long as they don’t abuse them, let the Players control all of these NPC’s from here on.)

There’s quite a bit of unspoiled, and indeed opulent, supplies available.  The wine chest and liquor cabinet are full in the Kitchen.  The Characters can find at least a couple of weeks of rations in the large Pantry, which is good, because that’s how long the trip will take.  (Again, it’s up to you if you want some random encounters or make up a few planned encounters of your own.)  The Library is interesting.  While Kurtz took his magic books with him and the rest of the books aren’t going to be useful, this is where Kurtz and his expedition planned their trip to the Forbidden City.  There on the table is a rough map of route and a rough map of the Forbidden City, including its major landmarks (show the Players the Forbidden City map which is coming next).     

(In all honesty, after the Characters find the map, they don’t need the guides.  I didn’t have the heart to kill off Seeker and Sane.  Your sentiments may differ.  The Characters could pick up their reinforcements along on the trip.)

Undead Master
HD 5 (d6), Hp 20, AC 10* (None, Magic to hit)
Fort +1, Ref +1, Will +9
Melee: Necromatic Touch +5 to hit DC 12 Will Sv or lose 1d4 Negative hp.
Ranged: Necromatic Blast +5 to hit DC 12 Will Sv or lose 1d4 Negative hp, M.
Special Weakness: If the Undead Master is killed, the rest of the undead will collapse.        
Description: A tall black cloaked man.  UM will fight to the death at this venue.

Stalker Zombie (x12)
HD 4, Hp 29, AC 15 (Natural), Enhanced Init +3       
Fort +8, Ref +7, Will +1
Melee: 2 x Claws +9 to hit 1d8+4.  If both Claws hit, the opponent is also knocked down. 
Stealth +5 DC, 17 to Detect and can crawl on walls and ceilings.

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

Friday, May 13, 2016

Boxing Report 5-7-16 Saul “Canelo” Alvarez vs Amir Khan

It’s time for another big fight, so you know what that means: another big disappointment.  You know 12 rounds of patty-cake and a bad decision.  Actually, I saw Canelo’s last fight.  It was right after the “Fight of the Century” between Pacquiao and Mayweather.  The bigger fight turned out to be between fans and the sport itself.  (This must have been back when I was locked out of the blog, because I certainly went on at length about it in-person to everyone I knew after seeing it.)  Undaunted, my co-worker, Mike, and his girl Laiza went to Houston for the Canelo fight last year.  Laiza is a huge boxing fan and an even bigger Canelo fan.  Mike just does what he’s told, in this case, accompany her to the fight. 

That fight was held at Minute Maid Park downtown.  Strangely, the whole area closes down at night on the weekend and weeknights, except for the ballpark.  So, don’t count on going out and enjoying a meal and the nightlife after a game.  Mike was nice enough to bring me back a Baseball Hall of Fame program (Astro Craig Biggio had just been inducted), an Astros pen, and some baseball cards from the teamshop there.  Mike found some barbeque at a vendor that he’s still raving about. 

Before the fight, the announcer said, “Let’s open the roof and let God watch his favorite fighter!” to the cheers of the crowd.  Apparently, nobody there had bothered to stick their head outside lately.  Watching on TV, I could tell it was raining like heck.  Mike reported that as the roof opened a deluge descended upon the crowd.  Quickly, the roof was re-closed.  The fight only went two or three rounds, but both guys went right at each other.  It ended abruptly with a knockout by Canelo.  It might not have been very long, but the fight was entertaining and certainly raised the esteem of the sport in my eyes (roughly from “I’ll never watch again” to “I’ll watch this red-headed kid again.”)      

Mike, Laiza, and her son drove out to Las Vegas for this fight too.  Mike declined to buy a ticket for the fight and ended up staying with her son in the hotel room.  It’s a long road trip from southern New Mexico to Vegas and was made even longer by a two-hour diversion due to a dangerous dust storm.  I’d ask Mike to send pictures and he obliged by sending these from the weigh-in.  (Laiza is a real fan.  She insists on getting there for the pre-fight events.) 

                        

                       

This fight was the inaugural big event for the new T-Mobile Center.  There would be 16,540 in attendance for the fight (don’t ask me where Laiza got those numbers).  It’s just off the Strip, next to New York, New York and the Monte Carlo, and it’s a 10-minute walk from the MGM, where they were staying.  It cost $1.2 Billion (I question this number as well) and they closed down a street to build it.  I’m wondering if it’s located on the vacant lot used in Yahoo’s Sin City Saints show, where the fictional owner was planning on building a new arena.  (Life imitating art, or fortuitous location scouting?)     

                      

                    

                     

                     

                   

As you can tell, it was cloudy there.  It was 55 degrees, cold and rainy.  There was a storm after the fight, so it wasn’t exactly pleasant there.  Laiza reported that there were some belligerent Pakistanis there supporting Khan.  She wasn’t worried, because they were way outnumbered by drunken Mexicans, still celebrating Cinco de Mayo.  She was more concerned about the weather interfering with the free outdoor undercard.        

                              

Mike was just bored standing around, then he sent this picture with the note, “The event just got a lot less boring.”  They did travel around the Strip for a bit before the fight.  Mike lost $10 gambling and swore he’d never spend another dime in Vegas.  Laiza went to the fight by herself.  Mike had a harrowing trip through traffic to get back to the hotel.  She ended up walking back, just before the rain hit. 

Tonight’s fight coverage on TV starts showing a fleet of semis hauling the TV Azteca equipment and personnel out from Mexico City, through an elaborate drug-smuggling tunnel under the border, and finally arriving outside the venue in Las Vegas.  We’re taken inside Canelo’s locker room.  He’s on the ground getting stretched out by his trainer.  These guys have all areas access to the man.  Meanwhile out in the ring, I see that the new Doom game is a sponsor.  (Memo to self, check the system requirements on that.)  Disappointingly, I don’t see any celebrities ringside.  The people that they give close ups to, I don’t recognize.  
 
I read my Free Comic Book Day comics during the undercard bouts and didn’t really pay attention.  I don’t think I missed anything.  Let’s see, I got four comics.  The Grumpy Cat was lightly amusing, but pretty much a kid’s comic.  I got it for a co-worker with a Grumpy Cat doll.  The Dr. Who comic was okay.  I got that for another co-worker.  I’m looking forward to the Suicide Squad movie later this year (and if it sucks, good luck to DC getting me to pay for another one of their movies).  The comic was a prologue to the current series, so it didn’t really say much.  I hated the original series in the 80’s, and without Harley I wouldn’t care about this version either.  Whenever I’ve gone out for FCBD, I always get the Archie comic.  This time featured a reprint their current reboot series.  I liked it.  It was fairly smartly written and the art style was attractive, but not enough to get me out to the comic book store every month for it.  Sigh, just my usual deeply ambivalent feelings towards Free Comic Book Day.  When I go, it’s always a waste of time.  When I don’t go, I blame myself for not going out and being lazy. 

What was I writing about again?  Oh, yeah.  The second undercard ended in a TKO while I was flipping stations.  I knew something like that would happen.  Whatever.  Before the title match, there’s a segment with a little girl explaining the sport of boxing and introducing the boxers.  There’s some animation to go with this.  This seems unnecessary and past most kid’s bedtimes.   

I love the TV Azteca guys covering the fight, but the commercials were a bit disappointing.  First and most importantly, they were not running the Tecate girls bumpers between the rounds.  These spots feature really good looking, scantily clad woman working out and sweating.  Instead, they show a series of commercials featuring Sylvester Stalone, speaking some awkward Spanish, telling nerdy guys to watch more boxing.  The only commercial I liked was the sexy one for “Ckokies” chocolate chip cookies, but I may have just been hungry.  There were some political ads.  There was an anti-Trump ad saying something like “The United States belongs to Mexicans,” and “Screw you, Trump.”  (Seriously, I’m not far off.)  Another one was I think promising a free university education for all Mexicans, to be paid for by rich Americans.  I didn’t know Bernie Sanders was running for president of Mexico as well.   
   
The main event begins.  The Mexican anthem was sung as a Donald Trump piñata, draped in an American flag, was lowered from the ceiling and set on fire to the cheers of the crowd.  (Okay, I’m kidding here, but it could have happened.)  Canelo comes out with a Mariachi band.  Then Khan suddenly appears in the ring.  The TV Azteca crew must have talked over and tuned out his entrance.   

My scorecard (As it were.  I’m not counting punches, just listing whoever I thought won the round):

Round 1: Khan.  He got several good hits in.  Some young relatives of Canelo are shown crying after the round is over.

Round 2: Khan.  Canelo was swinging wildly.  At one point, he ended up in a headlock.  The crowd is in shock.

Round 3: Canelo. He got in a good, quick shot to Khan’s head that stung.  Khan only got a couple of light hits in.

Round 4: Khan. The crowd starts chanting for Canelo, but Khan gets in two rapid series of hard strikes.  There’s a clinch by Khan after a big swing at his head.   

Round 5: Canelo.  The crowd is in an uproar.  Canelo gets in a couple of good hits.  He tries a couple of big uppercuts.

Round 6: Canelo.  Canelo starts to take over.  He gets in two good headshots.  Khan momentarily wobbles after an exchange.  Moments later, Canelo lands a massive right to Khan’s jaw and lays him out flat on his back.  The ref steps over him and immediately waves his arms.  It’s over.  Canelo then wanders over and drops to his knees next to Khan’s motionless prone form.  Suddenly, we’re in commercial.  “Oh my God!” I say out loud, “He killed him.”  Thankfully, TV Azteca comes back 30 seconds later.  Khan is still lying on the canvas, but has regained consciousness.  They’re waving a towel over him.  Cut back to Canelo’s ecstatic relatives.    

After the fight there were roughly 1,500 replays of the knockout.  They had one from every angle, including thermo-imaging, an aura reading, a B&W Raging Bull-style replay, computer recreations, cartoon animation, and finally a satellite view.  (I might be exaggerating a bit.)  The interview afterward with the TV Azteca guys was going too fast for me to have any hope of translating.  Something, he was in trouble in the opening rounds.  Something, respect for the sport.  Something, credited his win to his experience.  “Heat and soul of a champion.”  Laiza said his English language interview was rather colorful, but I’m going to decline to quote anything I didn’t actually hear.  A sports talk host later in the night (who I don’t like, so I’m not naming) mentioned that Khan was known to have a glass jaw and that Canelo “chalk-outlined” him.  This fight apparently sets up a match with some guy nicknamed “Triple G.”  I’ll be there.          

Dark Continent Redux: Kurtz’s Station

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




Kurtz’s Station
1 XP for killing the Insect Master.



What’s going on here is a native tribe, still loyal to or in fear of Kurtz, was tracking the group for the bounty.  (You’ll find out their reward later.  It’s not what they expected.)  The Characters leaving their guides was a great opportunity.  Not having any chance of defeating the Characters on their own, they took the guides hostage.  They are using them to draw the Characters to a known refuge of Kurtz’s Demon Host, so that they can handle the group. 

“Toothless” takes the Characters out of the deep jungle into a savannah-like terrain.  In about three days, they reach their destination, a small settlement which was Kurtz’s old Interior station.  There is a small, deserted-looking blockhouse with a mill and barn next to the river.  A dilapidated sign outside labels Kurtz as the stationmaster. 

Other than some meager supplies, the building only contains a message scrawled across its inside walls, “Exterminate all the brutes!” There is an overly large cemetery of fresh, upturned graves next to the station.  Beyond that are untended fields of crops.  On a bluff overlooking everything is an uncompleted mansion.  Significantly noticeable, there are no birds or other wildlife visible or even sounds of them in the area.  “Toothless” grins, “Your guides at big house,” points to the mansion, “Now my tribe get Kurtz reward.”  And with that, he runs off.

The fields are the domain of one of the Demon Host, the Insect Master.  There’s a path through the fields leading to the house.  As the group approaches they will hear a low buzzing sound.  The Insect Master will briefly show himself and then disappear into the crops. 

8 Bush Warriors will come out of the corn stalks as soon as the group enters the field.  The buzzing sound increases and 2 Wasp Swarms also attack.  The Insect Master will be at the edge of the battle, but not engaging in it.  He’ll retreat further into the field if attacked.  At the center of the field is a small clearing with a Scarecrow, who dismounts himself from his pole and attacks, along with 4 Bush Warriors.  More buzzing and 2 more Wasp Swarms appear.  Again, the Insect Master is just out of the battle and will retreat.  

Coming out of the field is a large tree and the Insect Master stands by it.  The tree animates into Treant, who attacks.  The Insect Master will still be making an effort to stay away from melee combat and hide behind the Treant, but won’t leave the scene.  2 more Wasp Swarms appear.  Behind the Characters, 10 Bush Warriors will leave the field to also engage them.  Another wave of Bush Warriors and Wasps should appear if the original attackers are dispatched, and there should be a possibility of even more.     

The only way to keep from getting overwhelmed here is to kill the master.  As soon as he’s killed (keeping in mind that scoring significant damage him releases more Wasps), all of the attacks cease.  From the edge of field, the Characters can see the path up the hill to mansion.  They can also see two bound figures plainly displayed on the tower of unfinished second floor of the building.  They are still moving and struggling.

Insect Master
HD 5 (d8), Hp 40, AC 14 (None)
Fort +8, Ref +5, Will +1
Melee: Spear +9 to hit 1d8+4
Ranged: Throat Spike +9 to hit 1 damage + Poison DC 12 or unconscious 1 turn, C.
Wasp Swarm: Can release a swarm as an attack.  (If IM is somehow dunked underwater, his wasps will immediately start attacking him from the inside and will sting him to death in 2 rds.  Obvious Ninja Scroll reference.)
Special Defense: If IM takes 10 or more damage in 1 attack, a Wasp Swarm is released.
Description: A hideous hunchback with a large wasp hive on his back. 

Wasp Swarm
HD 2, Hp 8, AC 14 (Natural)
Fort +6, Ref +2, Will +2
Melee: Sting +6 to hit 1d6 + Poison DC 12 Fort Sv or uncon 1 turn
Flight ability
Vulnerable to smoke.  They will scatter when faced with fire and smoke for 2 rds. 

Scarecrow
HD 5d10+20, Hp 47, AC 16* (Natural, Magic to hit, Immune to cold, Fire does x2 damage)
Fort +1, Ref +1, Will +1
Melee: 2 x Slam attacks +5 to hit 1d8+3 + Fear (DC 12 Will Sv or stunned 1 rd)
Ranged: Gaze Attack DC 12 Will Sv or stunned 1 turn (or until hit)

Bush Warrior (Plant Golem)
HD 1 (d8), Hp 8, AC 12 (Natural, Fire does x2 damage)
Fort +1, Ref +1, Will +1
Melee: Sharp Stalk +2 to hit 1d6+2

Treant
HD 7d8+35, Hp 66, AC 19* (Natural, 10 vs. Fire, which does x2 damage)
Fort +10, Ref +1, Will +7
Melee: Slam +12 to hit 2d6+9

Thursday, May 12, 2016

NMSU Aggie Baseball and Softball Season Recap

The teams’ seasons aren’t over, but my blog coverage is.  I don’t want to go back and read through all my Aggie blogs for this season right now.  I’d just like to hit the players and moments that stood out for me.  Let me first put in a thank you to Adam Young’s play-by-play call for enhancing many of these of games.  By a rough count, I think I’ve been to 20 (or 19 ½ technically) baseball and softball games this season.  (And I’ve seen additional Aggie games on TV and on the Internet and listened to on the radio).  There have been some bad games and losses.  There’s been some physically challenging games.  But, the wins have more than made up for it.  It’s a treat to go out to see a home team that has a fairly legitimate chance of winning any day, and that goes for both the baseball and softball teams. 

Monday afternoon at work, Ron was still in mourning, missing Aggie ball games for the weekend.  I told him he’d find something else to do, and it better not be spending Saturdays and Sundays at work all day.  In the meantime, I asked him what is favorite things about this season were.  His favorite play happened in the April 23rd double-header versus Bakersfield.  In Game 2, #7 Brennalyn Nakamura dropped a bunt, which three Roadrunner players surrounded and somehow managed to not field.  Brennalyn improbably ended up with a double on a bunt.  His other favorite moment was the loud little fan girl from Game 2 in the April 2nd double-header.  I think that and the frat guys from May 7th, heckling the Seattle players are my favorite fan moments.      
  
My runaway player of the year is #7 Daniel Johnson.  There were times it looked like he was out there with an Xbox controller playing a video game.  I seriously wonder if he’s going to be back next year or if he’s going to the pros.  My favorite player to watch was #14 Kayla Green without even bothering with an explanation, other than I just loved watching her pitch.  So many of the Aggie players had great moments over the season.  I regret I don’t have the stamina to recount them all here, all at once.  Good thing I blog this stuff.  Just look for posts under the “Aggie” tag.  [Edit: Look under the NM State tag.  They are divided up by sport.]  

Favorite games?  I loved #25 Mason Fishback’s grounder, driving in the winning run on February 27th vs Maine Black Bears in Game 2 of a double-header.  After 6 hours of baseball and freezing, what a way to end the night.  Listening that nail-biting 9th inning against Texas Tech on March 1st as the Aggies lost their closer to injury during the inning, clinging to a one run lead.  I don’t think I started breathing again until they got that final out.  Lastly, after dropping three straight to Stephen F Austin and me missing ½ the game on March 6th, #22 Austin Botello’s walk-off, come from behind, 2-run homer to win the game was a monster highlight. 

There were a couple of outstanding performances by opposing players that I was also really impressed with.  February27th, the Maine Black Bears #27 John Arel came in in relief in the 2nd inning with the game out of hand and proceeded to blank the hot Aggie hitters for the rest of the game.  It wasn’t that the Aggies were resting on a big lead, he was just dominating them.  Offensively, #51 Sami Fagan and #7 Natalie Fleming of the Missouri Tigers hit four home runs total over a Saturday double-header on March 19th.  That was good enough that Aggie pitching walked them four times the next day, not wanting to test their hitting again.

Oh, favorite girl in the crowd to watch?  Let’s not go there.  I shouldn’t have been writing about that stuff.  It was juvenile.  That said, it was the blonde from Saturday’s game.  Nothing has compared to Sundancer Anna Sawver though.  While she’s graduating this spring, I still want the cheerleaders and the Sundancers at the baseball and softball games next season anyway.    

Dark Continent Redux: The Well of Heroes

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



The Well of Heroes
Award 1 XP if the Characters are able to upgrade themselves here.  Award 2 XP if they get through all four encounters within the time limit.

Underneath that capstone are stairs leading down to an old crypt, a burial ground of heroes and kings.  It pre-dates the Boneyard and adds to the powerful enchantment of the place (and isn’t filled with native bodies either).  It is terribly haunted, of course, with various sorts of powerful corporeal and incorporeal undead who react badly to being disturbed.  The only motivation the Characters have for entering this dark, dangerous hole is the possibility of goodies.  However, they’ve got a time limit.  “Smash, grab, and run” should the characters’ tactics.  

The entities entombed here were buried with their worldly possessions, namely magic weapons, armor, and items.  The creatures here do not work together and will not pursue beyond their burial areas.  This underground complex is much more extensive than mapped.  Perhaps way more.  [Sure, go ahead and insert a dungeon here.  Whatever.]  There may be other entrances to it outside of the valley.  But remember that time limit and make sure the Players do too.

I’m sure this suggestion is going to cause problems, but I’d say make it two hours real time.  Look at the clock and say, “You have two hours, starting now.”  (Well, let the Players go to the bathroom and snack first, then start the clock.)  There’s no subtly (or any originality) to these encounters, so they can be fairly efficiently grave-robbed, but not if they’re resting in between each encounter.  (If there’s a rest or other time delay, just knock that time off of their deadline.  Don’t make them sit there and twiddle their thumbs to run time off the clock.)  As long as they’re out of the tomb within the time limit, they will only see the dragon coming back.  If it’s close, perhaps he chases them out of the valley. 

The crypt alcoves have a plaque outside them.  They are written in an unknown language that isn’t native (Ancient?).  However, the letters will magically rearrange themselves to allow the sign to be read anyway.  (Talk about vain.) 

1) Here lie the Wizard Twins, Alfonso and Betismo.  There are twin sarcophagi with heavy lids on them that will require two people to move.  The Necklace and Wand are in one, the 4 scrolls are in the other.  As soon as they are touched, 2 Wraiths attack.      

Wraith (x2)
HD 5 (d12), Hp 32, AC 13* (Natural, Magic to hit)    
Fort +1, Ref +4, Will +6
Melee: Incorporeal Touch +6 to hit 1d4 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Flight
Description: Flashing supernatural energy forces. 
Treasure: Necklace Talisman +1 to Spellcheck when worn, 4 Spell Scrolls (Fireball, Chain Lightning, Cloudkill, Cone of Cold, Scrolls are single use spells.  A Wizard adds +10 to their Spellcheck, but still must roll for it.), Wand of Magic Missiles (10 Charges) 4 + Spellcheck impact damage + Knocked down. (Ref Sv all damage) Short range.

2) King and Queen Morris, Defenders of the weak.  There are two slots in the wall where their bodies are interred.  There’s a metal plate in front of each slot.  The screws holding the plate in can be unscrewed (five minutes each, using a dagger or something similar) or opened immediately with a Knock spell.  A Wight will crawl out of each.

Wight (x2)
HD 4 (d12), Hp 26, AC 15* (Natural, Magic or Silver to hit)
Fort +1, Ref +2, Will +5
Melee: Slam +3 to hit 1d4+1 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Description: Corporeal undead.  Pale, loping barely human creatures.
Treasure: Putting down these two creatures enchants everyone’s armor +1 and makes it magical (if it wasn’t already).  There are 4 full Healing Potions in each of their crypts (8 total).

3) Mighty Clarence, Paladin and Defender of the Faith.  A body lays under a sheet upon an altar.  A Spectre rises immediately out of the body as soon as they crypt is entered.  The body will still be lying there under the sheet.  The body is handsome and perfectly preserved and holding large sword.  Any Paladin in the group will feel the magic of the sword, as soon as they enter the room.

Spectre
HD 7 (d12), Hp 45, AC 15* (Natural, Magic to hit)
Fort +2, Ref +5, Will +7
Melee: Incorporeal Touch +6 to hit 1d8 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Flight
Stealth +8 in dark conditions (DC 20 to detect)
Vulnerable: Strong light, stuns 1 rd
Description: Human-like, translucent spirit.
Treasure: +5 Holy Avenger (1d10 Bastard Sword, +3 for non-Paladin).  After someone picks up the sword, everyone else’s weapons receive a +1 enchantment and become magical (if they weren’t already).

4) The Brothers Karamoff, Master Thieves.  There are 4 coffins inside.  Touching them causes 4 Shadows to attack.  Each coffin contains a skeleton and a magic item. 

Shadow (x4)
HD 3 (d12), Hp 19, AC 13* (Natural, Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Cold Touch +3 to hit Stun 1 rd + Energy Drain DC 12 Fort Sv (different type of Save) or lose 1d4 Negative Hp
Flight
Stealth +8 in dark conditions (DC 20 to detect)
Vulnerable: Strong light, disperse for 1 rd
Description: Supernatural shadow spirit.  
Treasure: +2 Thieves Tools, +4 Stealth Cloak, Dust of Invisibility (1 turn, can attack while invisible), Luck Ring (can re-roll any failed roll, once per combat encounter)

5) If the Characters get through all of these encounters and still have time left (or are exceptionally greedy), the next chamber they could enter contains 8 Wights who rise and attack as soon as the party enters.  There’s no treasure inside and the Wights will pursue until the Characters get back up the stairs.  (Any further encounters in the tomb will have to keep for another adventure.) 

6) Exit Sign.  If the Characters totally blow the time limit, the capstone will be sealed above them.  Have this sign come on and be visible.  A long tunnel takes them out of the valley and exits out of a cave.  If you want to make it harder than that (like having Wights chasing them out), it’s up to you.  They’re about to have worse problems anyway.    

Outside the Valley
Seeker and Doctor Sane are not at the camp when the Characters return.  There are signs of struggle.  There’s a fairly obvious blood and debris trail (DC 12 Tracking).  This should cause the Players some bad moments.  Their Characters are lost in the middle of a hostile jungle and their guides have been kidnapped. 

As they start following the trail, they’re going to get sniped at by a native warrior.  He’ll move after each attack and run further down the trail.  Eventually, the Characters should catch him.  He’ll surrender when hit.  He’s missing his front teeth and has a painted white dot on his forehead.  The group will likely ask him what happened to their guides.  The native will say in pidgin Common, “They be taken to Kurtz’s home,” he’ll point due south.  “Toothless,” the native, will offer no other information, but will offer to lead them to their guides.