Showing posts with label halfling. Show all posts
Showing posts with label halfling. Show all posts
Sunday, 25 November 2018
EMO Class Skills 4 Halflings & Gnomes
Stat Functions Revision
Might = strength, brawn, muscle
-Bonus adds to damage on any muscle powered weapon
-Can carry score in items without movement penalty
-Carry Might in items without Mov penalty (roughly kg/item)
-Up to might score x1 = no penalty-Skills or being a dwarf can increase this by adding Vigor score-Up to might score x2 = Light Encumbrance -1 Mov penalty-Up to might score x3 = Medium Encumbrance -3 Mov-Up to might score x5 = Heavy Encumbrance -6 Mov-Up to might score x6 = Very Encumbrance -9 Mov
-Up to might score x7 = Cannot move at all
-If Move score penalties reduce to 0 can move 1 with a might roll per round
-Save roll to bend bars or break things or escape grapples or entangling attacks
-Skills using muscle power
Agility = dexterity, manipulation, swiftness
-Bonus adds to all attack rolls and armour class
-Save roll for evading traps or explosions or other dangers
-Bonus adds to initiative
-Base Movement Rate (-3 for gnomes, halflings and dwarves)
-Skills involving fine or gross motor ability
Vigor = constitution, toughness, resilience
-Bonus adds extra HP each level
-Save vs poison, disease or shock
-Your negative HP score
-Skills involving endurance
Talent = Intelligence, perception, alertness
-Bonus extra slots of Arms or Arts or Languages
-Bonus equals number of class changes
-Save save vs puzzles or problems solving or illusions or trickery
-Skills using knowledge or study or senses
Charm = charisma, leadership,appeal, reaction saves
-Bonus in followers including pets, contacts, close friends, lovers
-Bonus adds to morale of all under command
-Bonus adds to encounter rolls
-Bonus is command radius in combat (Fighters add level)
-Maximum number of loyal Hirelings
-Save to rally those under command demoralized
-Skills using communication or persuasion or creativity
Will = wisdom, fanaticism, piety, persistence, mind control saves-Bonus in starting amount of luck points
-Save vs mind control, mental spells, sanity checks
-Skills based on mental discipline or faith
Starting Languages
Common is free for all races
Each language has a read and write version separate (R&W)
Non Humans get spoken version of own language for free
Humans get local kingdom or national spoken language for free
-if humans have multiple languages in setting otherwise common is the human toungue
Some classes or subclasses include animal languages (scent is the written form)
-Druids, gnomes, elves, beastmen abhumans and some subclasses might qualify
Common Living Languages
-various modern human and common non human languages
-goblin. kobold, orc, elf, dwarf, halfling, gnome,
Scholarly Languages
-Ancient is the human common of the old empire common on ruins mostly written form
-Dragon, troll, giant are found on pre human ruins
-Alignment languages used by churches and on other planes not by commoners
Encumbrance
One ENC point is roughly 1-2kg but bulk might make higher
5 knives or shuriken or small items in pouch =1
2 daggers or darts =1
Most hand weapons =1
Most 2H weapons =2
Armour = AC
Quiver of 20 arrows, sling stones or bolts
Sling = 0
Short Bow or Light Crossbow =1
Composite Bow or Medium Crossbow =2
Long Bow or Heavy Crossbow=3
Water for day =1
Day of food =1
Week dry rations =1
Spare clothes = 1
Spell Book = 3
1000 Coins = 1
Beginning Spells
Most start with 4 zero level cantrips and one first level spell
Prerequisite scores grant extra first and even second level spells to beginning casters
Divine and Nature Casters typically can change these daily
Arcane wizard casters learn spells from books
Arcane sorcery casters spend spell energy levels on spells imprinted on them
-each new level they can change one previously learned spell and gain a new one
Prerequisite gained extra spells exceed the starting amount for starting character
Fire Rates
Most thrown hand weapons are one per round
-or two with quickdraw skill in that weapon or the ammo type
-daggers or rocks are 2 per round or 3 with quick draw
-knife or dart or shuriken are 3 per round or 4 with quick draw
Hand Crossbow 1 Light Crossbow 1 Medium 1/2 Heavy Crossbow 1/4
-or with quick draw bolt Hand 2 Light 2 Medium 1 Heavy 1/2
Bows including short or composite or long bow are 2 or 3 with quick draw arrow
Most Guns take 10 rounds to load
-or 5 with Black powder skill
-one less with Quick Draw Bullet (better value to Quick Draw Handgun)
Halfling
Prime Requisite: Agility; high score grants additional arms or arts
d8HD/3 /(Average5)
Arms 3/3 Arts 6/2 Languages 2d4/1
Any armour (but can buy additional dodge ranks)
-3 unskilled weapons +1 to hit every 3 levels
Any Weapon except 2H melee weapons, only short bows and light crossbows
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, leather armour, hooded cloak, common robe, wine skin, d4 sacks, 3d6 days food, flints, hat, lantern, lamp oil 3d6x5gp
Prerequisite Agility Bonus provides extra skills or arts +1 Brawling +2 Dodge +3 Extra Shot
Halfling Abilities
100cm to 120cm tall, stoutly built
-4 To be hit by larger than human giants, trolls and ogres
Dark Vision can see and fight in dark but difficult to see written word, artworks, details
Thrown rocks masters
-proficient at throwing rocks and can increase to expert, master or specialist
-can take one other arms skill in weapon expert beyond this
-inflict d4 damage and can throw x2/round, x3 at 6th, x4 at 11th, x5 at 16th
All saves are as if stats were Prerequisites
Can buy additional arms ranks in Dodge
Can buy additional arts ranks in Extra Luck or zero level Cantrip spells
Get no range penalties on any missile attack
1 Halfling Sheriff Subclass
Arms - Short Bow, Dagger, Short Sword
Arts - Listen, Spot, Shadow, Interrogate, Ropes, Gossip
+1 Fastdraw Short Sword +2 Point Blank Range +3 Opportunity Attack
These are law officers of halfling communities
Shiny badge, manacles, 12m rope, d4 wanted posters
2 Halfling Cheff Subclass
Arms - Dagger, Short Sword, Club
Arts - Taste, Cooking, Feasting, Drinking, Herbalist, Carousing
+1 Toughness +2 Flavour Cantrip +3 Weapon Expert (Dagger)
These are adventurer epicureans seeking new flavours to experience
Portable stove, cooking pots, live chicken, rolling pin, 4kg flour, recipe book
3 Halfling Healer Subclass
Arms - Dagger, Club, Sling
Arts - First Aid, Healing, Herbalist, Poison Lore, plague Lore, Alchemy
+1 Holy Lore +2 Berry Cantrip +3 Lay Hands
These are healers of halfling communities
d4 healing potion, d3 healing herb, bandages, anesthetic mallet, bottle of strong grog
4 Halfling Thief Subclass
Arms - Dagger, Shortsword, Club
Arts - Sneak, Hide, Climb, Listen, Sleight, Lock Lore
+1 Trap Lore +2 Bluff +3 Streetwise
These are urban thieves often living in human settlements
6 Throwing Daggers, mask, gang tattoo, Grappling hook, 12m rope
5 Halfling Sage Subclass
Arms - Dagger, Sling, Club
Arts - Ancient Lore, Holy Lore, Kingdom Lore, Occult Lore, Poetry, Gossip
+1 Planar Lore +2 First Aid +3 Divination
These are scholars of halfling communities
d6 books of lore, d4 old maps, rune stones
6 Halfling Assasin Subclass
Arms - Dagger, Shortsword, Knife
Arts - Poison Lore, Sneak, Hide, Spot, Listen, Bluff
+1 Climb +2 Fast Draw +3 Point Blank
These are killers for hire and protectors of halfling communities
12 knives, two daggers, bottle of ingested poison, bottle of blade poison
7 Halfling Wood Warden Subclass
Arms - Short Bow, Short Sword, Dagger
Arts - Herbalist, Survival, Scout, Sneak, Hide, Track
+1 Animal Lore +2 Plant Lore +3 Animal Handler
These are hunters and woodsmen of halfling communities
d3 healing herb, camouflage suit, donkey, d6 days feed
8 Halfling Gambler Subclass
Arms - Short Sword, Dagger, Knife
Arts - Gambling, Sleight, Bluff, Carousing, Drinking, Spot
+1 Taunt +2 Begging +3 Run Away
These are charlatans of often living among humans
Loaded dice, marked cards, bottle of strong grog, two headed coin
9 Halfling Traveler Subclass
Arms - Short Sword, Dagger, Short Bow
Arts - Spot, Listen, Sneak, Hide, Survival, Navigate
+1 March +2 Quartermaster +3 Whistling
These are explorers and messengers traveling between halfling communities
Telescope, 2d4 maps, backpack, donkey, d6 days feed
10 Hedge Troll Subclass
Arms - Short Bow, Dagger, Club
Arts - Hide, Sneak, Spot, Ancient Lore, First Aid, Climb
+1 Listen +2 Point Blank +3 Mimic Voice
These are shy trolls that mostly hide but sometimes come out to dwell among mortals
Sack of rocks, stew pot, 12m rope, d6 torches, hammer, 2d6 iron spikes, shiny rock, d6 dolls made from roots, d6 beer bottles, bag of berries and mushrooms for d4 days of food
will add some other non halfling subclass reskins including kobolds and goblins
Gnome
Prime Requisite: Will; high score grants additional spells
d6HD/3 (Average4)
Arms 3/3 Arts 4/2 Languages 2d4/2
Any armour
-3 unskilled weapons +1 to hit every 4 levels
Any Weapon except 2H melee weapons
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, chain armour, hooded cloak, common robe, wine skin, d4 sacks, d6 days food, flints, hat, lantern, lamp oil 3d6x10gp
Prerequisite Will Bonus provides extra spell like abilities vary per gnome type
Gnome Abilities
60-90cm tall
-4 To be hit by larger than human giants, trolls and ogres
-2 To be hit by human size or medium size creatures
Dark Vision can see and fight in dark but difficult to see written word, artworks, details
Gnomes can choose a single spell list from
-arcane as a wizard (gain and use spells as sorcerer)
-nature as a druid (gain and use spells as sorcerer)
-divine as a cleric (gain and use spells as sorcerer)
-mentalism as a mystic (gain and use spells as sorcerer)
-gain one new spell and change a previous known spell per level
Gnome prerequisite Will bonus ability+1= extra 1st Change to form of a small animal once per day, hour per level
+2= extra 1st Change to form of a small animal twice per day, hour per level
+3= extra 2nd become Invisible as spell, hour per level or until cast or attack
-each shape shifting ability must choose single form like rabbit, turtle, raven, hedgehog-sub classes have various versions of this or specific animal forms-some have alternate powers
1 Forest Gnome Subclass
Arms - Hand Axe, Dagger, Short Bow
Arts - Beast Lore, Plant Lore, Survival, Track
+1 Point Blank +2 Shoot into Melee +3 Weapon Expert
Typical Starting Spells (Nature)
-Zero Level Befriend Tiny Animal, Calm Beast, Predict Weather, Detect Animal
-First Level Animal Summoning
Prerequisite Bonuses
-as default, typical forms are badgers, rabbits, pigeon, hedgehog, wild cat, fox, mink, deer, salmon, squirrel, pig, possum
Forest guardians who live with animals and in harmony with nature, cheerful and jolly
Wear furs and bark often have small animal pet
2 Deep Gnome Subclass
Arms - Pick, Dagger, Light Crossbow
Arts - Mining, Mechanical Lore, Repair,
+1 Quick Draw (bolt) +2 Toughness +3 Blind Fighting
Typical Starting Spells (Arcane)
-Zero Level Smoke Puff, Snuff Light, Grease, Glue
-First Level SleepPrerequisite Bonuses -as default, typical forms are huge worms, mole, newt, toad, bat, huge cricket, albino fish or cave lobster
Underland dwellers, living sad and melancholic lives in the darkness, good with machines
Wear armour and dress for war, often carry whistling kettle
3 Hill Gnome Subclass
Arms - Pick, Dagger, Short Bow
Arts - Mining, Carry Load, Endurance, Quartermaster
+1 Point Blank +2 Shoot into Melee +3 Weapon Expert
Typical Starting Spells (Nature)
-Zero Level Create Meal, Dirt, Gust of Wind, Sprout
-First Level Run Like wind Prerequisite Bonuses -as default, typical forms are dog, hare, goat, turkey, wild cat, pheasant, pigeon, sheep
Hill and grassland dwellers, wary but kind
Commoner clothes and pointy hats
4 River Gnome Subclass
Arms - Hand Axe, Dagger, Javelin
Arts - Swim, Hold Breath, Boating, Spot
+1 Quick Draw +2 Moving Fire +3 Dodge
Typical Starting Spells (Nature)
-Zero Level Purify Food & Water, Predict Weather, Create Drink, Animate Pipe Smake
-First Level Slow Poison Prerequisite Bonuses -as default, typical forms are beaver, pike, water rat, duck, marsh hen, ibis, frog, otter, turtle, salamander, eel, crayfish
Marsh and wetland dwellers, shy and elusive
Commoner oilskins and carry fishing line, hooks and fish traps
5 High Gnome Subclass
Arms - Small Sword, Dagger, Light Crossbow
Arts - Streetwise, Bluff, Sneak, Hide
+1 Point Blank +2 Quick Draw +3 Shoot into Melee
Typical Starting Spells (Arcane)
-Zero Level Candle Light, Clean, Smoke Puff, Whisper
-First Level Sleep Prerequisite Bonuses -as default, typical forms are giant rat, dog, cat, goat, pig, huge cocroach, carp, pigeon, chicken, rabbit, raven
City and farmland dwellers shy and elusive
Clothes of city craftsman with apron, 4 daggers
6 Rock Gnome Subclass
Arms - Hammer, Dagger, Light Crossbow
Arts - Mining, Jeweler, Lock Lore, Trap Lore
+1 Weapon Expert +2 Toughness +3 Alchemy
Typical Starting Spells (Arcane)
-Zero Level Candle Light, Spark, Acid, Coin
-First Level AlarmPrerequisite Bonuses -instead of turning into animals turn into a rock and have no need to breathe in rock form-instead of Invisibility have Knock once per day
Greedy, suspicious, tough, miners who keep treasures locked and trapped
Miners clothes with pick, hammer, 2d6 iron spikes, bag of ore samples, helmet with lamp
7 Sand Gnome Subclass
Arms - Small Sword, Dagger, Short Bow
Arts - Survival, Find Water, Track, Spot
+1 Weapon Expert +2 Toughness +3 Alchemy
Typical Starting Spells (Arcane)
-Zero Level Candle Light, Ignite, Smoke Puff, Palm Size Illusion
-First Level Magic MissilePrerequisite Bonuses -as default, typical forms are rabbit, jackal, falcon, snake, toad, huge locust, scarab, dove -instead of Invisibility turn into Gaseous Film one turn per level
Secretive guardians of forbidden ruins in desert lands
Robes, camel, d6 days feed, urn with weeks water, 6 daggers, turban or head scarf, two small curved swords or sickle swords
8 Jungle Gnome Subclass
Arms - Club, Dagger, Blowpipe
Arts - Poison Lore, Survival, Track, Trap Lore
+1 Shoot Into Melee +2 Point Blank +3 Quick Draw
Typical Starting Spells (Nature)
-Zero Level Holy Berry, Cauterize, Ignite, Smoke Puff
-First Level Animal Summoning 1Prerequisite Bonuses -as default, typical forms are sloth, spider monkey, pig, dog, dodo, toucan, parrot, frog, snake
Guardians of jungle ruins
Loin cloth, money in ivory necklaces, face paint, dart venom
9 Plague Gnome Subclass
Arms - Dart, Dagger, Small Sword
Arts - Poison Lore, Plague Lore, Sneak, Hide
+1 Marksman +2 Point Blank +3 Quick Draw
Typical Starting Spells (Nature)
-Zero Level Detect Disease, Detect Poison, Dirt, Conjure Tiny Animal
-First Level Venom BitePrerequisite Bonuses -as default, typical forms are various giant bugs, rats, huge mosquitoes, ticks, flies
Spread diseases and sabotage civilization, covered in sores
Wear filthy grave shrouds, with ingested poison bottle, diseased fluid in bottle, 4 daggers
10 Hill Troll
Arms - Dart, Dagger, Club
Arts - Sneak, Hide, Spot, Listen
+1 Point Blank +2 Quick Draw +3 Cleave
Typical Starting Spells (Nature)
-Zero Level Candle Light, Snuff Light, Scare, Strike
-First Level Magic StonePrerequisite Bonuses -as default, typical forms are goat, wild cat, dog, pig, sheep, raven
Hide mostly from mortals but becoming more open as world increasingly invaded by evil
Small cauldron, wooden bucket wooden spoon, fur cloak, woven coarse robes, gnarled club, 2d6 darts in quiver
Probably Start Laying out book over Dec
Skill and spells main task for a basick players book
lots of stuff cut out from my overly big lists in past
fully sick advanced book will have
-monk, druid, bard, sorcrer
-abhuman (beastmen), tako, giant, changeling (spirit folk)
-nature spell list
-sample builds up to 20th lv
-more sub classes
Later book again will have
-mutants
-robots/golems
-psion/mystic
-alien/outsider
-more sf stuff
Would like to do shamen, alchemy, witch, and something
abandoned idea for ranger and paladin and assassin
have to do everything in lots of 4 for some reason
Sunday, 28 January 2018
Hellwood Bog Revisited
Ditto from last time
Revising these forest encounters Original Here
Mere d50 tables from early days on the blog
First 40 are original 41+ are new
Altered the preamble a bit again
The Hellwood Bogs (Primordial evil wood)
A sentient evil swamp full of hostile primitive plants and animals. Magical and sentient beings offend the bog which has been battling local Druids for millenia. Local Druids test themselves here. It keeps civilization away from the mountains. Cultists on the fringes and some evil druids worship the voice of the wood but it despises them. All life has a mean disposition dwell here. Even druids cannot trust the beast of this place because some are demons in disguise or bound to the evil swamp spirit. 1d4-1 ft of water is common with deeper patches with strong flowing river water.
1 Giant Centipedes - paralyze you then give birth to live young in your ear or eat you
2 Giant Spider - spindly legged yellow green orbs the size of dogs, occasionally in groups
3 Giant Scorpion, grey pony size scorpion, females have d100 large babies on their backs in spring
4 Giant Snake, anaconda and larger snakes lurk in the water logged roots
5 Giant Toad, Vegetation grows on this citter hiding him
6 Giant Monitor Lizard, water loving giant monitors chase on land or water the same
7 Devil Beavers, build pit and steak traps, collapse dams on victims, collapse trees
9 Hyenadon, lone mangy hunters, can smell you from many miles away, old and mean
10 Sabretooth swamp tiger an ambush predator effective in land or water
11 Swarm of insects or leeches bedevil you for 2d10 rounds, inflicting 1pt per round
12 Giant Boars, yellow skinned prehistoric porkers carry diseased pustules
14 Angry Demon Birds, Axe beak birds hunt for flesh, black with red beaks and legs
15 Strangle Vine, entangling vines entrap and then choke, other predictors may wait for this
16 Yellow musk creepers and zombies grow in many of the best campsites
17 Giant Geckos water walk with their padded toes and move very fast
18 A bubble of toxic swamp gas engulf all, reducing Con buy 1d4 for 24 hrs if fail save
19 Tar Pit, what seems safe is a sucking tar pit, which may contain mega-fauna or human undead
20 Swamp unicorn, scabby, dirty yellow shot unicorn inflicts disease by touch, cast stinking cloud
21 Cannibal cult - inbred swamp folk who dwell on the borderlands out hunting
22 Druid undergoing ritual test, he may join you for a while
24 A petrified log water crossing is really an insane undead treeant who hates humans
25 Dire Possum, try to get your food and run - mama possums can hurl babies at you from her tail
26 Evil Dire Squirrels pelt you with nuts and drive you into natural hazard 1hp/round
27 Giant Horned Chameleon - hides in tree waiting for passing snacks
28 Lost bandits - may be demoralized and surrender if you help them escape or feed them
29 Madman, driven from other people and drawn here, attempt to get close and backstab
30 Lord of the forest spirit animates a tree as evil Treeant with Druid spells
31 Blood Druid looking to feed the swamp with blood to appease it, giant leech followers
32 Intelligent evil animal magus demands the parties magic stuff, it has a familiar to help it
33 Black Druids planting zombies to aid the bog spirit
34 Crazy child the swamp protects, if child harmed or remove roll another encounter
35 Yellow Dragon, lays under mud awaiting prey near tempting patches of dry land
36 Velocer Raptor (real ones) a pack of 1m tall lil raptors menace the party
37 Yellow goblins with cauldrons and buckets of disgusting goop, stinking cloud like FX
38 Pterodactyl swoops down from blind spot silently, has a nest with babies in a nearby tree
39 Harpys fly about shitting and screaming, they also have bows with diseased arrows
40 The forest likes orcs as a perversion of the natural order, orc bands reside here with impunity
41 Reptilian cultists with lizard men guides on there way to their Naga masters shrine
42 Serpent men cultists with a stegosaurus
43 Cobramen cultists meeting their cobra masters for instructions and sacrifices
44 Savage giant frogs with teeth and claws out hunting in a pack
45 Frogmen with trained warfrogs on vine leaches
46 Mongrelmen gang in pathetic rags charge in hopes of being killed
47 Brown goblins live in ooze and mud where, busy burying their treasure and food in peat
48 Swamp hobgoblin skirmishers who rely on missiles and wolves to skirmish
49 Giant mutant swamp crabs size of shacks with vegetation growing on backs
50 Savage hyenamen with pet hyena hunting dogs on patrol for bones or meat to eat
51 Evil vultureman wizard and swamp cultists attack intruders to the death
52 Crab men building a mud castle where their queen and treasure are kept
53 Giant lobsters attack from ambush in the mud
54 Evil chaos ratmen with diseased weapons make a skirmish attack
55 Squidmen cultists have come to release spawn from the sea gods to mature here
56 Shoggoth crawls from a prehistoric well from when the swamp was young
57 Tyranasaurus has been looking for its lover a green dragon and has brought a buffalo
58 Giant black swamp dragon flies overhead, possibly will hurl a spell or acid from above
59 Pit with huge monster eggs guarded by d4 1=crocodiles 2=dinosaur 3=frog 4=dragon
60 Terror birds ridden by newtmen out on patrol and looking for trouble
61 Hideous part green dragon part trex young and hungry on the prowl
62 Ankylosaurus grazing in the swamp
63 Giant snapping turtle, 1in6 has six lizard men on a tiny fort on it's back
64 Ankylosaurus green dragon hybrid stalking a trackadon
65 Stegasaurus grazing stupidly angry at any movement
66 Swamp zombies from secret cult plantation growing drugs, zombies hungry wandered off
67 Swamp wight sleeps in a log or a bog and stalks living when dark enough
68 Evil lesser spirit plays pranks on explorers and ruins food and water
69 Goat cultists once human running wild with a demon their wizard mentor summoned
70 Walrusmen berserkers with big axes looking for love or chance to have a rage out
71 Werewolves out hunting with real wolves
72 Huge pack of wild swamp dogs will swarm against superior foes
73 Swamp kobolds with clubs and blowpipes try to ambush then swarm
74 Filthy swamp bugbears lie await in sludge and bushes for hours to take your head
75 Leechmen with man catchers want captives to become cattle
76 A diminutive race of duckling folk beserker bandits offer to escort you in the swamp
77 Bog Druid Mummy with zombies crawls from slime to attack and sacrifice intruders
78 Brontosaurus wallowing in muck happily but easy for swamp spirit to possess
79 Undead treant stump is a necromancer with undead plant minions he plants about
80 Medium spirit with multiple forms and powers stalks the party, aiding and warning enemies
81 Ghoul pack hungry for fresh flesh howl and charge
82 Giant snake stalks smallest party member
83 Deathknight riding a rotten wooly mammoth zombie with a magic club
84 Zombie dragon attacks from the muck with a necrotic breath attack
86 Revenant crawls from the mud to slay one victim
87 Skeleton sorcerers cultists from centuries ago arise from the muck
88 Mutated chimera thing once leader of a chaos warband now gibbering and idiotic
89 Invisible Stalker roams the swamp killing travellers
90 Witch living in shack, hideous old lady but she has disguise magic
91 Lady ogre magi witch sister trio preparing to cook a druid
92 Evil treant animated by the swamp god to destroy intruders
93 Dimetrodon pack slims out of water and are hungry and fully charged
94 Dozens of slumbering crocodiles
95 Several behemoth chao hippos which attack anything near their wallow
96 Giant yellow and black salamander tries to ambush a humanoid
97 Dracolisk hybrid black dragon and basilisk out looking for enemies
98 Shambling mounds arise from compost heaps
99 Invisible fever spirit spreads plague miasma over area infecting everyone
100 Mutant and mongrelman horde led vrom behind by a were cobra cultist
Saturday, 27 January 2018
Back to BX, revising house rules
Writing up my basic rules again, hopefully simpler and more streamlined.
Want to provide 4 example characters of each class and race - exemplars or reskins
Idea is to show basic builds with the system and will do splatbooks with more later on just like real companies did. Should help new players get a character going fast which was a problem of my over the top skill lists.
these used these charts I will update- good for about 5 years of play
https://www.flickr.com/photos/konsumterra/15201407721/in/album-72157631656547261/
https://www.flickr.com/photos/konsumterra/15201409581/in/album-72157631656547261/
started shaving off unused parts of the rules
Some ideas to play with stats and uses for them too
DEX for MOV in Inches? or perhaps 1/2 DEX and STR & CON bonus?
STR adds damage to everything and DEX adds to hit for everything period
INT adds extra proficiency slots and can buy stuff outside your class or race
WIS gives you points you can reroll stuff with - thieves get a extra point per LV
CHA gives you comand radius, Morale Bonus and bonus flunkies, friends, lovers or pets
STR became the dump stat from doing all this in game
So Here Are Ideas for BX clases with sub types and reskins Im thinking of
I stupidly do everything in fours for some brain damaged reason
I can do spreads with one page class description
then one page with 4 sample characters for quick ideas
Mysteriously planet Psychon accommodated by this version...
Fighter (combat skill experts)
-knight, noble cavalrymen of high status
-yeoman, land owning rich farmer longbowmen
-gladiator, former slave or pit fighter has won freedom
-mercenary, soldier for hire belonging to a companyPossibly do marines, vikings, charioteers, scouts, etc
Cleric (divine magic worshippers)
-Inquisitor, hunts werewolves, witches, demons and unlawful spell casters
-Templar, warrior monk order guards pilgrims and holy places
-Hospitalar, military medics, healers and hospital defenders
-Friar, independant wandering rural poor preachers who maintain country shrines
Possibly do seperate cults and religions or evil, good and neutral priests
Theif (commerce skill experts)
-Assassin, specialize in murdering enemies and subterfuge
-Sailor, travellers on the sea who work ships and skills of the sea
-Charlatan, grifters, grubby merchants, schemers
-Bandit, sneaky outdoor scouts who live off the landPossibly do beggars, bounty hunters, spy, jailer, jester, acrobat, merchant, etc
Wizard (arcane magic scholars)
-Necromancer, call on the powers of life, death and the underworld
-Elementalist, call creatures and powers of the elemental inner planes
-Summoner, call creatures and powers of the outer planar powers
-Enchanter, mostly make magic items and mind control to make money
Possibly do seperate elements and plane specialists etc
So the Secondary Classes I use
im less set on these
Monk (skill specialist artisans)
-Duelist, professional fighter or champion for hire
-Master, expert in a exotic fighting school style
-Executioner, profesional killer for society and state
-Sentinel, specialist guardians and security experts
Druid (Druidic Magic Worshipers)
-Green Robes, specialize if forestry and vegetation
-Brown Robes, specialize in animals and beastmen
-Black Robes, call on powers of death and make monsters to war on man
-Red Robes, specialize in bloody sacrifice and murder to cull man
Bard (Magical Diplomat Performers)
-Skald, barbarian poets and lore keepers
-Harlot (Rake), courtesans specialize in carnal arts
-Troubadour, idealistic mystic poets out to preach new heracies
-Mesmerist, master of confidence scams and mind control tricks for money
Possibly do other schools, sheppard, philosophers, rune masters etc
Sorcerer (Arcane Hedonist Cultists)
-Dracologist, carry taint of the draconic races
-Occultist, hidden worshipers of alien entities, outre gods or the old ones cults
-Somnambulist, dream travelling masters of illusion
-Demonologist, use demon patron granted power
Possibly do diabolists, chaos cults, angel sects, etc
Non Human Classes
Dwarf (greedy, squat, fighting folk)
-Morlock, dark dwarves, evil cannibalistic dwarves
-Mountain Dwarf, warrior dwarf culture
-Forest Dwarf, tree dwelling forest dwarves
-Tunnel Troll, short fighting trolls
Possibly do some other dwarves like the god Bes or Pygmies
Elf (magical kin to the gods)
-Celestial or high elf mostly use priest magic, star travellers
-Sylvan or wood elf mostly use druid magic, forest wardens
-Magi or grey elves mostly use wizardry, obsessed occultists
-Eldren or planar elves mostly us Mentalism, dreamy hedonists
Possibly do bone elves, cave elves, arkane trolls, tieflings, etc
Halfling (small surprising explorers)
-Shireman, pleasure loving villager, all set for nice adventures
-Scout, sneaky forest patrolmen who protect their sedentary kin
-goblin, slimy repulsive goblins can be built reskining halflings
-Hedge Troll, short mostly harmless sneaky trolls
Possibly do tiny beast folk or mushroom folk
Gnome (small magical nature folk)
-Black Cap, nasty selfish greedy gnomes, use evil priest spells
-Green Cap, like animals and nature and keep pets and druidry
-Grey Cap, like technology, steam automatons, guns and mechanisms-Red Cap, nasty bandits who steal and dip hats in bloodPossibly do kobolds, hill trolls, blue caps, etc
My secondary Races
i could just do less here or do all the secondary classes and races later...
Or extra abhumans and changelings and only one giant and octopi type
Abhumans (Magical Human Hybrids)
-goatman, wild forest and mountain dwelling warriors
-mushroomman, fungus fleshed peaceful humanoids
-barbarian, huge primitive humans of the wilds
-great orc, huge orc human ogre hybrids
Possibly do icemen, magmamen, other animals, etc
Changelings (Magical Spirit Folk)
-diabolic, devilkin shapeshifter
-angelic, angelkin shapeshifter
-cat spirit, animal spirit
-tree spirit, nature spirit
Possibly do other nature, planar, elemental and animal spirits etc
Giant (gigantic humanoid monsters)
-chaos spawn, mutated monster freaks
-cyclops savage, cave dwelling shepherds
-ogre, brutish bandit monsters
-great troll, huge war beasts
Tako (cowardly magical octopus fairies)
-squid, sneaky skullduggery experts
-ammonite, wise scholarly elders
-nautilus, armoured dueling masters
-octopi, cowardly wizard creatures
One Day Maybe
-Paladin, Ranger, Shaman, Mystic
-Alchemist, Witch, Berserker, Warlock
- long wanted to do a alchemist class who make living things
My SF Addons would be
-Psionic, Robot, Cyborg, Mutant
-Might be good in Planet Psychon with Robot Spell lists and mutations
Friday, 26 January 2018
Dark Forest of the Wicked Fairy Court
Ditto from last time
Revising these forest encounters Original Here
Mere d50 tables from early days on the blog
First 50 are original 51+ are new
Altered the preamble a bit again
Darkwood (Dark Fey)
Dark Elves with their goblin serfs have ruled this wood since the dawn. Weakened by wars they have become decadent and lazy and adventurers have begun raiding them. Dark elf defences are crumbling, their goblins and monsters have run wild too long. They may even consider trading with humans not just tormenting them. But most think humans are apish cattle that only mimic free will and culture.
There is a gate to the dark faery under realm inside the great Dawn Blackthorn tree in the Elf Kings Throne Grove. The Dark elf court dwells seasonally in these woods in winter and autumn. Many giant tree forts and towers and monsters keep mortals at bay. Many large animals dwell here, with evil tempers. There are evil sprites, brownies, dwarves, nymphs, dryads, gnomes and pixies aplenty too. Goblins in the dark fey lands are not just on the borders or in the service of nobles, they are everywhere busily working and serving elves. The are part of the society but the lowest caste. Dark elves use beastmen, undead, goblinoids and orcs in their armies with many monsters.
People mistake dark elves as enemies or bright elves but nothing is further from the truth. They are kin and more likely to turn blind eyes to each other or ignore each other but they have united against enemies in the past. The bright elves practice slavery, eugenics and magical surgery on human slaves to make new creatures and think of themselves as gardners on lesser races. Dark elves are more into torture and curses but dabble in slavery and surgery. Dark fey deal with human cults more and might even deal with demons and devils and compete with them for cultists. They welcome cultists to meet in their lands. Dark Elves regard themselves the persecutors of the lesser races. They reduce the weak and keep survivors strong. Their job is to hamper and sicken and abuse lesser beings to keep their numbers modest and healthy.
They have utterly failed with humans and orcs populations and their folksy and sadistic pranks don't seem to cut it the last 3000 years. So dark elves are considering changes in their approach to dealing with humans. Turning orcs and giants on humanity have been in most of their schemes world wide the last century. Collecting offerings so farmers don't get dark elf pranks is a common racket and this seems not to bother empires and kingdoms. Dark elves have seriously under estimated humans and how they have changed.
d100 Dark Forest of the Wicked Fairy Court
1 Black Goblins scouting and harrying enemies, sadistic, sneaky and cowardly
2 Dark Elf scouts harass with drugged darts and curses and destroying supplies
3 Dark Elf Knight challenges single combat - he rides a giant monitor lizard or gecko
4 Giant Bat or Wasp riding goblins drop puffball spore bombs or wasp nests on the party
5 Black Unicorn, Level draining horn, those killed return as wights, perhaps a dark elf virgin rides it
6 Young Green Dragon, inexperienced and fierce but uses terrain cunningly, only a puny horde and has a evil brownie familiar
7 Dire Wolves, half the time with goblin riders as well
8 Bewitched humans attack players - see them as dark elves, have been lost here hundreds of years
9 A Dark elf witch in disguise pretends to be lost and needing help - will charm party one by one
10 Wicked mushroom men silently stalk the party and often hard to detect
11 Giant Spider - black hairy giant hairy tarantulas and their deadly dance inducing bite
12 Giant Horned chameleon hiding in a tree near a dry path
13 Goblin slave escapee will spill beans on local elves
14 Zombies of adventurers or villagers made by dark elves for fun
15 Wizard Spider - intelligent spider also a 1d6 lv wizard
16 Evil tree men hunt and kill anything not native to forest
17 Ogre band, carrying sacks of chopped mystery meat as treasure
18 Dark Elf Hunter with Dire wolf stalk party and attack at inconvenient moment
19 A Dark elf witch busy in orgy with zombies and goblin saves
20 Dark Fey herd of deer are surprised and enraged, the stag lord casts as a 6th Druid
21 Giant black rooster and hens outraged by humans attack, get cursed if you eat their yummy flesh
22 Nest of giant eggs - hatch into who knows what, parents may return
23 Gorgon, Basilisk, Cateoplas or Medusa on a blasted heath of sour-land poisoned by its presence
24 Evil treeant squeezing animals blood onto roots of his inanimate friends
25 Crazy Axeman looking for victims to slaughter, driven mad when tried to chop treeant
26 Hidden Sinkhole into a cave entrance - 50% chance of starving creature trapped and bones
28 Evil Dryad with her various slaves charm then blackmail loot from party
29 A black dwarf looking to test his new poison axe on anything he encounters
30 Black Druid meeting his dark elf lover and their followers, assume humans are enemies
31 Dark elf child with a toy, actually 3rd Lv and hundreds of years old, offer reward to take home
32 Angry parents with screaming goblin baby, looking to swap back their own child
33 Herdsman trying to herd his now undead animals home, while they are off to a dark elf feast and orgy
34 Hobgoblin mercenaries who are employed to drive humans away, all with halberds and halfplate
35 A Forest Tako bandit challenges a duel or the parties money, he could be befriended
36 Goat Men having a ritual dance and holy sacrifice, will chase party of defilers
37 Witch appears as old woman offering apples and other treats to weary adventurers
38 Warlock needs some human fat and elf blood for a potion - your party will do
39 Bugbear Assassins troupe with wanted posters of party from the dark elf king
40 Giant Mushroom man (use treeant) looking for stuff to make nice compost, youll do
41 Dark elves are smacking around a devil swine in human form, he begs for help
42 Devil swine merchant tries to sell fake potions
43 Devil swine cult leader with gang of goat men engaged in a blasphemous ceremony
44 Goatmen and dark elves dance, human arrival sets off erotically charged insane mob
45 Goatman Warlock and his goblin cult assume humans are cultists and approach to trade
46 Dark elf slavers with trained troll, skeletons guards and a coffle of human slaves
47 Goblins cutting and cooking a mushroom man alive
48 Discover the mushroom field you've been walking through is a explodestool field
49 Cyclops thinks you want his sheep or trees, hunts you with sling long range
50 Wild man in bark clothes offers party shelter in his hut so he can axe murder them
51 Chaos mutant dogs with disease that makes them berserkers and is contagious
52 Evil treant with gibbet cages hanging from him with ghouls inside he releases at will
53 Savage batmen cultists dragging screaming sacrifices to their cave altar
54 Trees with scary angry faces, are tree spirit folk who turn into human form with weapons
55 Treant with human corpses hanging from his branches in nooses, graffiti carved bark
56 Nighthag on her nightmare meets you and offers you wishes for service to evil powers
57 Black Annis
58 Coven of witches see you send their assassin after you so you don't recognise them again
59 Necromancer with students meeting a dark elf warlock lord
60 Dark elven archers riding black elk looking for intruders
61 Dark elf noble hunter, his followers and his hunting panthers
62 Dark Drayad and her robber knight lovers see you and want you to join them or die
63 Medusa roaming the woods making random statues of frightened creatures
64 Harpy flock will talk to see how evil you are before hurling abuse and shitting on intruders
65 Dark elf riding a wyvern over head might try a surprise snatch, sting or spell
66 Ogre hag teaching human witches how to perform a evil rite of sacrifice
67 Ogre Magi and his orcs bandits kidnapping victims to sell or eat later
68 Giant spiders in web infested treetops, intelligent and evil, some are wizards
69 Wild Wyverns out hunting drop through tree canopy by surprise glide attack
70 Giant trapdoor spiders open surprise doors and snatch and bite victims
71 Nasty mushroom men sling abuse at you and follow till you start a fight
72 Dark druids awakening the dead in a ritual they have stolen from a graveyard
73 Ruined tower where elderly witch and her three daughters live 74 Treehouse spypost with squad of elves with messenger bats
75 Swarm of nast gremlins with filthy plague squirrel pets pour out from trees
76 Swarm of magical stinging insects
77 Come into a zone of magical entangling plants, save or held for 6 hours
78 Serpent Man with lizardman guards and a giant pack lizard on diplomatic mission
79 Wildmen seving a wraith, they attack anyone it points at, then it comes from behind
80 Dark elf maids riding pet Leucrotta frolicking
81 Hyenamen cackling and laughing at promise of eating someone shortly
82 Evil spirit follows intruders and warns creatures before them with whispers
83 Evil pack of forest walrus lounging around with a elf necromancer pal who lives with them
84 Giant wasp tries to paralyse victim and fly awake to fill with eggs in their nest
85 Vulturemen in robes delivering a book of vile magic to help the visiting human cultists
86 Necromancer visiting dark elf lover, neither want to be seen by anybody man nor elf
87 Young witch gathering herbs, poison and magic mushrooms, singing to her familiar
88 Dark elf naked performing ritual with human zombies, embarrassed then angry
89 Pack of wolves, the whole pack share a common mutation making them a unique breed
90 Chaos goat mutant horror with various followers including cultists, goblins and elves
91 Demon some elf released for a lark and is watching from a crystal ball for kicks
92 Hell hounds eating somebody, if they see more meat they start howling and a chase
93 Peryton with dark elfmaids riding them hunting for human hearts
94 Shadows of adventurers long ago killed now serve elves patrolling elfland as undead
95 Zombie adventurers patrolling the forest, they carry any corpses found back to their lord
96 Goblin shaman and followers challenge party, can be befriended especially with food
97 Dark dwarf killers , from the underworld to eat men or elves, both kinds of meat!
98 Grey gnomes with a mechanical steam powered war crab
99 Goblins setting up a market place for several days of neutrality and night markets
100 Dark nobel Nymph with knights and servant sprites and fairies demands parley
Thursday, 25 January 2018
Forbidden Forest Update
Revising these forest encounters Original Here
Mere d40 tables from early days on the blog
First 40 are original 41+ are new
Altered the preamble a bit
Forbidden Forest (Bright Fey Forest)
Humans are not welcome here - non human fey, goblins, elves and magical animals dwell here. Many are good or neutral even the goblins. There is evil here but as part of a balance not for humans to comprehend. Also some sylvan and faerie beings are capricious or think of humans are dumb animals.
Some guests like druids and cults are given permission to be here with documents from a noble or the king like a letter or passport. Some are given passwords, phrases and signs to be able to pass.
The humans have built a great Lodge where unicorn hunters from around the world visit. Unicorn hunting is now illegal but outlaws still hunt them. Wild men here are green fur covered primitives rather than cavemen who are mostly naked or clothe themselves in leaves or furs..
d100 Forbidden Forest of the Bright Faerie Court
1 A collection of beings dancing will be outraged at humans they call hue and cry on them
2 A collection of beings dancing will magically draw the intruders in and lose time
3 Enraged unicorn tired of its friends being slain by humans attacks
4 Satyrs demand wine and women (only for a few days guys)
5 Tiny faerie steal coins one by one invisibly
6 Unicorn hunters killing everything in their path accuse party of being poachers
7 Centaur stalks the party - may ride by grapple and carry off opposite sex in one round
8 Dark centaur wizard with poison blood wants party magic - uses his blood to poison arrows
9 A group of druids and bards with a temporary passport from the elf king, warn visitors to leave
10 A diminutive Piskie follows the party till it curses everybody with random embarrassing curses
11 A lone Druid stalks the party, assumes they are elf killers or unicorn hunters and tries to drive them off
12 An elf hunter with his werewolf hounds sets them on the party
13 Blood Druids, want to capture and slaughter party to atone for their presence here
14 Elf knights riding stags demand your surrender to the elfking or die
15 Elf maids try to seduce you with charm spells to come to the faerie realm
16 Wild man being trapped by hunters, will aid you from future encounter if helped
17 Wild maiden demands sex, beats her hairy chest and grunts this as she knows no language
18 Wild hunt and entourage pursue you for defiling this sacred place
19 Poaching peasants looking for easy game or magical unicorn dung mistake other humans for the law
20 Dryad and her enthralled lovers try to enslave the party
21 Treeant outraged at humans goes berserk, grapples humans use as a club
22 Kindly huge ancient treeant scolds you for being here and offers to carry to borderlands
23 Green Goblin horde swarm the party in waves of suicidal maniacs
24 Goblin scouts riding bats/wolves circle the party and pepper with arrows
26 Elf Sniper, maxed out in bow skill, stalks the party, shooting then running
27 Madman, wants to return to fairy land, try to kill party if they refuse to help
28 long lost warrior who has been here for over a thousand years, speaks no modern tongue
28 Gnome with animal friends tries to drive off party from the woods
29 Redcap gnomes, will polymorph self into Ogre at will, will demand loot and a slave
30 Young Green Dragon, wild and savage looking for gold to attract a mate or build a nest
31 Intelligent animals abuse party but avoid direct conflict - 2 legs bad, four legs good!
32 Intelligent animals having a dinner party, scream and panic when they see party
33 Bard and his dancing werebear, will perform and demand money. Bard is a werebear too
34 Fox or cat spirit maiden claims to be lost, try to marry hero and ruin his life
35 Giant forest Iguana troupe hungrily interested, diseased bites then track you for days
36 Lion or panther or cave bear, outraged by humans in the forest attacks
37 Elf bard wants to accompany you, wants to record your exiting doom
38 Red Dwarfs trading post under roots of a giant tree - will help any well mannered folk
39 Talking crow follows you, talks about other humans who met doom here
40 Wizard familiar animals gather for secret business for their masters
41 Faerie dragon teaching gnomes and sprites and brownies and pixies
42 Elven wizard showing students how to make orcs from mud then they kill them
43 Elven carriage stops and noble elfmaiden wants to meet some filthy humans
44 Elf youth gang sneer at travelers they are amatuer by have powerful families
45 Green Hag brewing potions with her goblin slaves
46 Elfmaid talking to her adoring goblin enterage
47 Gnomes building a mushroom house ask for help
48 Willow the wisp follows for a while will attack if fight any faerie folk
49 Nymph wil question travellers and will try to kill them if she is not satisfied
50 Siren sings and charms men so they climb over vicious crevice to reach her
51 Harpies teaze then hurl diseased feces at them
52 Elven wolf riders interrogate travellers to be sure they are invited here
53 Small lake with a mermaid who tries to charm humans to swim out to her
54 Fauns having a meeting about woodland hygiene with tea and cake
55 Halflings having a picnic with elf friends
56 Elf bard leading human children in dance to be taken to faerieland
57 Young noble hunters with entourage and trained werewolf hunting dogs
58 Forest Giant, dopey, friendly and curious asks for food
59 Angry forest giant hates humans and ordered to smoosh them with his tree-club
60 Unicorn with elfmaid warrior entourage and guards
61 Elf out hunting with pet d4 1=sabretooth 2=direwolf 3=owlbear 4=bugbear
62 Tiny forest fairies glowing like fireflies everywhere buzzing cheerfully
63 Goblins cheerfully rolling around giant fruit playfully
64 Koboldi of the woodlands drunkenly frolicking and fornicating
65 Orc patrol for human interlopers to arrest and take to a human prison camp
66 Elf wizard with orcs he made needs some humans for making some beastmen
67 Changeling spirit bathed in magical light comes in human form to ask you to leave
68 Tree spirit becomes interested in party member and turns human to follow them
69 Curious animal spirit adopts animal form to follow party out of curiousity
70 Forest spirit follows party to report them if they break any elf laws
71 Witch and her forest giant son think party look like fair game to attack
72 Forest trolls hiding in leaf litter, their matted fur looks leaf like, insane and starving
73 Lions out on patrol for unwelcome humans
74 Bull with pixie friends, if pixies displeased they set the bull on travellers
75 Old druid wants to tell off unwelcome visitors and give stern warnings
76 Talking animal follows asking lots of questions
77 A halfling offers to be your guide and takes you to a camp for human captives
78 Herd of panicked deer, will kick while running over travellers
79 Chariot driven by horned stag beastman pulled by giant stags and wildmen followers
80 Elven Archers shower spells then arrows on unwelcome visitors
81 Wildmen with huge maul clubs challenge you to feats of strength
82 Elves picnicking challenge you to eating contest with addictive faerie food
83 Bathing elfmaids invite you to join them but don't mention the guard kelpie
84 Banshee forms in the mists ahead and tries to drive you away
85 Sprites invisibly pepper visitors with magic darts that cause confusion
86 Dancing Korreds at a monolith challenge you to a dance off
87 Young druids on training field trip try to offer directions back to humanland
88 Wild boars ridden by squealing goblins attack
89 Wild beastmen attack, trained to hate humans (rabbit, wolf, boar, stag)
90 Treemen pull out their concealed weapons and hunt fleshy intruders
91 Tree spirits turn from tree to human surrounding intruders
92 A goblin child want to follow to see if travellers enslaved forever or killed
93 Peryton fly overhead looking for human hearts to eat
94 Leucrotta on patrol for delicious humans to eat will feign child cries for help
95 Gnomes in trees above on treehouse walkways pepper crossbow bolts over visitors
96 Earth elemental with masses of roots inside body roaming for elfland enemies
97 Sylph will demand you head home using magic and winds to persuade travellers
98 Pond with nixies invite you to join in swimming, then nymph reveals herself
99 Ogre thugs on patrol for edible humans they can rob
00 Hydra being herded by elfmaids to a new pond, goes crazy if sniffs humans
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