Half Baked Ideas: Halflings and Elves

The last 3 or 4 posts were, as the title implies, half baked ideas. I was writing off the top of my head and then posting it for posterity.

Here’s some more

Context: I am planning on running Maze of the Blue Medusa using Castles & Crusades as the base. My gripe with C&C though is basically everything but the SIEGE System.
The players asked me to make pre-gens and I agreed since it will be expedient.

Halflings
Same attribute modifiers as  in the Players Guide.
Same Rogue modifiers too.
Have twilight vision instead of duskvision.

The very rare Halfling adventurer is considered almost a pariah among regular halflings. Halflings are farmers and workers and take it easy in their spare time with naps and numerous meals. They live in their own communities and only have contact with other peoples through trade with nearby settlements. The myth of fierce warrior halflings is known only among non-halflings, due to many peoples ignorance of halfling culture or active desire to change halfling culture into something it isn’t.

Every now and then though, a halfling finds itself in extraordinary circumstances. Surprisingly, due to their clever natures, natural abilities, and even their innate naivete, they make excellent thieves.

Elves
Same stuff as in the Player’s Guide, mechanically speaking.
Elves speak faerie. Don’t remember if it says that in the book or not. 

Elves are human bodies, kidnapped just after birth, and inhabited by a spritely spirit. This spirit changes the body on a genetic level into an elf. Faeries do this in order to experience the world as humans do. But since they aren’t human, they get some things wrong. Give them a break, they’re tourists.

That being said, elves and faerie-folk live and play together and instinctively get along. 

Faerie-folk and elves are the same. They do not mess with each other. 

Elves do not live in cities. Elves do not pray to gods. Elves do not forge steel or plant crops. Elves do not build houses or castles. Elves do not practice civilization as humans know it.

Elves practice druid magic. They aren’t druids though. They’re elves.
They prefer the night time under the moon and stars.
They may or may not wear clothing; depends on the situation or weather.

New Race/Species: Human

Humans come from a land called Dorados, which is almost mythical in stature.

Actual origins:
Colonists from another world, whose ship, “Dorados,” crashed on the planet. Escape pods, or “boats,” as written in lore, brought the survivors to Strathos from the sea.

The original colonists were composed of a wide variety of occupations necessary in their space-age society.

They were able to bring seeds of some vegetables and fruits which managed to thrive on Strathos.

Scientists can make a “magic device,” in the same manner a Magic User learns spells. It takes 1 month per level of device to make a device, as well as a cost equal to that needed by a MU to research a spell (silver/gold, a lab, components, etc)

Humans can be knights, but do not get skills associated with horses. Fighters and Barbarians are the most common fighting-type classes among humans.

Exclusive class:

  • Scientist

New Race/Species: Dog

I came across the Really Good Dog class at Goblin Punch and thought it was brilliant! Doesn’t really fit into my game, so I used it as inspiration for the following.

Dogs came to Strathos with human refugees. The two species share a close and special bond, unknown among other species. Humans and dogs are so intertwined that both share equal status within their kingdoms; with dogs living within all social strata and full rights, unlike any other species.

Dogs on Strathos are more intelligent than those on Earth, averaging just below humans in intelligence and wisdom.

Dogs mainly find employment as soldiers, guards, constables, hunters, wardens, scouts, and laborers. There are, however, many instances in history of dogs being accomplished philosophers, theologians, and scientists. However, they must dictate their ideas to humans to create and build physical objects.

There are dog noble houses with the same prestige as human nobility. Just as with humans, these houses are mostly old and founded by warriors uplifted by a liege lord.

Alignment-wise (if you’re into that sort of thing) dogs have the same range as humans.

While their vocal cords are unable to provide human speech, they are fully able to understand and learn other languages; at the same time, dog language is varied and coherent enough to be learned by others.

Dogs are limited in function mainly by their lack of hands; they cannot use tools or weapons or accomplish many tasks that humans take for granted.

Depending on the race of dog, they have certain natural gifts better than other races of dog. All dogs, however, share certain characteristics.

Thoughts about race and class

Yonfolk have a monopoly on horses, and are the only species that can choose the Knight class.

Fungoids are the only species that can choose the Illusionist class.

Dogs are the only species that can choose to be Rangers.

Humans are the only species that can choose to be Scientists.

Race as class for everyone?

Yonfolk Knights
Fungoid Illusionists
Dog Rangers
Human Specialists
Hobgoblin Fighters
Changeling Thieves
Nephilim Barbarians
Cambion Wizard
Elf Druid
Dwarf Clerics

Humans come from a space-faring society and crashed on this planet long ago. They used genetic modification on themselves and the Dogs. Modern humans have no knowledge of this and see different human races as separate species, even though they can interbreed with each other. On this world, with its magical radiations, genetic modifications have had unintended consequences.
Human races: Any human race can be a scientist, although their racial characteristics determine what branch of science they specialize in.
Human – Engineering – devices
Cambion – Chemistry – potions
Nephilim – Physics
Elf – Biology – druid magic
Dwarf – Geology – earth magic
Changeling –

Setting Ideas

I’m working on a setting for fantasy RPGs.

Tentitive titles include; Hegira, Strathos, Dorados.

Very basic premise: Humans are newcomers to a strange land.

Slightly more detailed premise: Clash of civilizations as various kingdoms, empires, and species vie for control of a continent.

Goals for world building:
1. To make a playground for my ideas.
2. To have space to include most published RPG material, if desired.

So I’m going to be posting ideas and thoughts. I’m trying a new thing where I just write what I think, instead of mulling it over in my head and forgetting about it. Sometimes seemingly bad or stupid ideas at first end up being pretty good later on.

Maze of the Blue Medusa review

Maze of the Blue Medusa
Zak Sabbath and Patrick Stuart
Satyr Press
ISBN 978-0-9832437-5-5
MSRP: $50.00

I just got this book in the mail the other day, and the pdf a few days before that.

I think it is pointless to repeat everything that every other reviewer is saying; it’s gorgeous, unique, beautiful to look at, nice to hold, will make your dreams come true, gives a great blowjob, etc

It IS all those things, although I have yet to receive said blowjob.

I also am not posting pictures. It’s a hassle to transfer photos from my iphone to my PC, and furthermore, it isn’t likely this is the first review you’ve read of this book, as this blog gets zero traffic. So you’ve probably already seen pictures of it. Pictures don’t do it justice, anyway.

The Book

As a collector, this thing is straight fire. This is a book you can be proud to display. It can sit on your coffee table and look pretty and non-gamers will not recoil in nerd-horror from it. Try showing off a WotC book to non-gamers. That shit don’t fly, son.

It’s also very heavy. Solidly, happily, heavy. You could knock a dude out with it, although you might scuff it up, so that would be stupid. Especially since it’s 55 bucks. But knowing that you COULD is important.

“…the maze is in a pocket dimension; which means you can throw this adventure into just about any campaign with minimal effort.”

The inside is full color, heavy paper. The binding seems robust and a million times stronger than any mainstream hardcover RPG books from major publishers.

It has a blue bookmark ribbon.

It lays pretty much flat, and more importantly, the pages stay down, so you won’t lose your place if you forget to use the bookmark. There is also a nice Table of Contents, and an index of all the various maze monsters and characters.

The Maze.

The maze itself is 304 rooms, with no useless filler rooms – there is something interesting and creative in each of them. The maze is divided into 7 chapters, which are further divided into 3-7 sections. Each section has a color map and describes several rooms.

The first page of each section is a zoomed in map of a cluster of 3-5 rooms, numbered. On the opposite page is the same room numbers, with the first paragraph of each room’s description. The next page contains the Random Encounter table and the Search the Body table. The next several pages have more detailed descriptions of what is in each room in the section.

It’s fucking brilliant.

Every other supplement I’ve ever seen has a single big map at the beginning or the end. Tables printed once wherever. The rest of the book is descriptions. Meaning you have to flip back and forth constantly every time the characters move to a different room.

With Maze of the Blue Medusa, each section is like a miniature dungeon in itself, so at most you’ll flip 4 or 5 pages.

The creatures are written up in basic dungeons and dragons format, easily adaptable to any edition or clone. Not one of the creatures I’ve seen so far is a standard Monster Manual type of monster. They are all unique and interesting.

There aren’t random monsters in random rooms, which is one of the major things that turned me off to dungeon crawls for all of my gaming life. Every room has a purpose, and everything in that room has a purpose that relates to the rest of the maze.

Most of the monsters encountered are not necessarily hostile. Not at first, anyway. Most have long established rivalries and feuds with other creatures in the maze, and would be willing to use or ally with the PCs against those rivals.

If the medusa should be killed, there are major consequences. These consequences are described in 5 steps and include an all new, all different random encounter tables.

At the end of the book are 5 pages of lined note paper, 6 pages of graph paper, and 4 blank pages, all of which are labeled to use for notes while running the maze. With a book like this, I wonder if these will get much use, if any.

The front inside cover has a color coded and numbered map of the maze, followed by another overhead view of the maze that is coded by pictures of the major beasts encountered in each room. 304 unique illustrations.

The last page is a full page chart of the normal Random Encounter table, and the back cover has a reprint of the Loot the Body table.

And I just noticed that the cover hasn’t made any cracking sounds at all. None. Nor is the spine creased or damaged. This book is built the way hardcover game books should be built.

I haven’t had the opportunity to run the Maze yet, but I will. I’ve already decided where and when to introduce it into my own campaign. Which is rather awesomely simple to do, as the maze is in a pocket dimension; which means you can throw this adventure into just about any campaign with minimal effort.

Also, if you don’t want to shell out the cash for the physical book, I highly recommend the deluxe pdf. It is honestly the best pdf rpg product I’ve ever seen. Links, GLORIOUS LINKS, everywhere! I fucking hate pdf’s, and this was actually easy to read, easy to maneuver around, still not as great as an actual book, but better than any other pdf I’ve ever seen.

I honestly can’t wait to play this.

Intelligent, playable, species for Castles and Crusades

Stuff I’m working on. Goes with the races I posted long ago, which are badly in need of updating.

  • Gnome – tiny people with funny hats, three apples high, live in hidden villages within the wooded hills of the mid-continent. Gnomes of different villages wear different styles of hat.
  • Hooman – non-natives to Strathos, live in a dozen or so petty kingdoms around the largest river delta. Hoomans come in the largest variations of size and internal race, due to being the vestiges of a massive and chaotic evacuation from another continent called, Dorados.
  • Kaejor – Large human-like beings who live in a single area of Strathos, on a peninsula far from other nations. Their young adults are pushed out to explore the world around them, and return when they are older.
  • Kankoran – Canine-like humanoids who live in small, migratory clans in the vast northern forests.
  • Kobolds – Masters of an extensive subteranean empire that trades with every corner of the continent. It’s actual size is unknown to surface dwellers.
  • Orc – Large migratory tribes who follow massive animal herds, raiding and ransoming as often as trading with others.
  • Troglodyte – Amphibious subteranean people who are respected members and the outside face of the kobold empire.

I prefer to use the term “Species,” rather than the more common ‘race,’ because these beings are of different species. Within these species are different races. Hoomans should be obvious, but Kankoran have several different races based on their local environment. Orcs can notice different racial traits within their people but outsiders generally cannot. Kobolds and Troglodytes are rarely seen on the surface, but variations within those two species have been seen. Kaejor and Gnomes seem to be single race species, with no variations recorded.

In case you don’t know, Kaejor, Kankoran, and Troglodytes are from Palladium Fantasy, which also inspired the Kobold species, since Kobolds in Palladium are WAY cooler than in DnD.

I’ll post up stats later in the week.

Purpose of this blog

The other day, Zak at DnD with Pornstars wrote something, as he is apt to do. I skimmed through most of it as most of the politics and bullshit between rival game people bores me but one thing really struck me.

That was this:

the purpose of this blog and any activity connected to it is to improve my game at my house. I write my ideas here so people can read them and maybe give me new ideas, I write books so that I can use them and so that other people will steal the ideas and write better books that I can use for my game, I talk about what a game community should be so that I can benefit from the ideas a good community produces.”

That sums up what I’m trying to do here pretty well. Except for the “write books,” part which I have yet to do.

I like to scour other blogs and forums for ideas and adapt them to fit my own thing. For example, after trying to come up with a new system for the setting I’m writing, I decided, “fuck it!” and am going with Castles and Crusades. Which I haven’t played or thought about in half a dozen years.

Why Castles and Crusades?

Because of a thread I read on theRPGSite. TheButcher put down some house rules of his that I thought were interesting, enough so that I gave C&C a second look. The setting I’m writing is unique unto itself, but one of my design goals was to be able to drop any pre-made module into it; TSR, WotC, Hasbro, Palladium, LotFP, whatever. C&C is the most universal system I’ve found so far, that keeps rules simple and easy to learn. While I love LotFP, I’m making something more fantastical rather than grim and gritty, and the more I’ve written, the less I felt LotFP would be the best fit.

I also want to use a bunch of subsystems I’ve found from other sources. The encumbrance system from LotFP (cause the encumbrance system from C&C is terrible), the character backgrounds from 10 Foot Polemic (which will include the Secondary Skills for C&C), and the Class leveling stuff from DnD with Pornstars (stuff to happen when leveling up and nothing happens with the standard C&C character), and classes from Engine of Oracles, to name a few.

I can incorporate all of those into C&C with little effort. And with the exception of the encumbrance system, I have already modified those systems quite a bit to fit with what I want. I will post that stuff on here in the near future.

Torches and Lanterns

I gotta admit, as a GM/DM/Referee, I tend to forget about torches. I don’t know if it is laziness on my part or because I ran games set in modern or futuristic settings that lacked torches for most of my life. The reason I forget about torches doesn’t matter. What matters is that sometimes, keeping track of how long a torch lasts in game time is pretty damn important.

So I made a mechanic for myself to use to keep track of torches.
Each of the following activities uses 1 unit of torch time.

  • Searching a 10ft area
  • Traveling at normal pace for a round.
  • Attempting to disarm a trap
  • When I forget about keeping track of torch time and all of a sudden say, “oh yeah! Roll against Torch Time!” Honestly, this is going to be at least 90% of the time.

Every time a unit of torch time is acquired, Somebody (probably me, but it really should be the character holding the torch) rolls a d10 and tries to roll a 4 or higher. If the roll is successful, the torch is fine and the players go on their merry way. If the roll is unsuccessful, the die drops to a d8 the next time a unit of torch time is met. Each subsequent failure drops the die type by one. When the torch (or lantern; I just remembered about lanterns) reaches a d4 and fails, it burns out/runs out of fuel.

I originally used a d12 to start with, because d12s are underused and awesome, but it makes the torch potentially last forever.

Oh! and to explain why a torch burns out instantly or lasts an unusually long time, just remember that torches are sticks with a flammable end and are homemade. Sometimes you get a dud.