Rough Draft of Plush Friends Adventure

This is what I have so far for my non-infringing adventure with living plush animal friends.  I’m making this adventure for Blood of Pangea, which is a low magic, sword & sorcery genre RPG.  Characters are defined by their narrative, and their one stat is “Might” which pretty much translates to Hit Points and Luck, which is spent to avoid injuries or boost die rolls.

Plush Friends

A rough draft of an adventure for Blood of Pangea

The Place:

The 41 Hectare Forest

Plot:

There was to be a celebration of Biron’s birthday, and the party is attacked by Rat Warriors. The Mad Hatter and Biron are captured. Zuff’s tail is stolen. Alice survives only wounded, and is trying to stitch up the wounded friends while Delbert solicits help from the Heroes.

The prisoners were carried off into the Unhappy Forest some three days prior, to the Swamp of Stink. Biron is being held prisoner, forced to animate large dolls shaped like Goblins and Ogres. The Mad Hatter is held prisoner with other tailors and seamstresses and forced to make dolls.

The leader of the Rat Warriors is a Elf Sorcerer with ambition to conquer the 41 Hectare Forest and all the surrounding lands. He intends to curse Zuff’s tail to turn him evil, hoping the evil will create turmoil among all the animals that live in the 41 Hectare Forest.

Cast of Characters

Biron K Frist, Esq. Son of Lord Frist, an English Duke and renown entomologist. He shares his fathers enthusiasm for insects but not for politics, and fled through the Looking Glass to this world, taking only his plush friends. Little did he know that in this world, his imagination can animate dolls. 3 Might. Non-combatant.

Alice, who once fell down a hole to Wonderland, and walked through the Looking Glass to the same universe, decided she too would remain, and met the charming young Biron through the Hatter. 3 Might.

The Mad Hatter. An insane hat maker and friend of Alice. 3 Might

Zuff, the sad yellow dog who lost his tail, 2 might
Lars, the hyper, silly monkey, 3 might

Winkle, the hedgehog scholar, 2 might

Plumpy, the fat pig who loves mushrooms, 2 might

Delbert, the card playing bat, 2 might, can fly, echo-locate

If slain, a bereaved Biron can reanimate a plush friend.

Giant Spiders: 2 might, on a hit save or suffer paralysis / Queen Spider 3 might

Rat Warriors: 1 or 2 Might, fights with spears, nets and crude bows

Rat Leader: 3 Might, armor and shield, will spend Might to score a hit

Swamp Zombies: 1 or 2 Might, On a hit save or get pulled under the water

Goblin Doll: 1 or 2 Might, spear

Ogre Doll: 6 Might, +1 to hit/+1 damage, club, thrown rock, Move 30

Elf Sorcerer: 6 Might, high magic spells that can deal direct damage

Scene 1: The Hatter’s House

In a large forest clearing by the road is the hatter’s house. There are two burned picnic tables, smashed plates, bowls, pots. Food debris strewn about, now covered with visiting flies. The house itself was only lightly scorched with fire, and is otherwise intact.

Plumpy the pig sits in the sunlight, nibbling on a mushroom. The rest are milling about, with crude stitches to their wounds. All living characters are forlorn.

To the south is the 41 Hectare Forest. To the east are the Cheerful Hills. To the north is the Unhappy Forest.

Upon questioning the characters the PCs can learn:

The rats took Biron and the Mad Hatter.

Delbert thinks they were heading for the Stinky Swamp, because there’s a dilapidated fortress on the island there. It’s about a day’s journey.

Alice set off with Winkle after them this morning, not willing to wait for help.

The animals aren’t built for fighting. However, if any are persuaded to come with the PCs, they’ll arm themselves with simple weapons like sticks or a pocket full of rocks (which do a maximum of one damage).

Assuming the party agrees to the mission, proceed to scene 2.

Scene 2: The Unhappy Forest

This forest has an unnatural darkness. The trees all seem to frown. The sunlight is blocked by a dark haze. The air is stale. Shadowy shapes seem to peer at the party from a distance, and then fade away. And there’s a plague of biting mosquitoes. If Delbert is present, he will fly about and eat the mosquitoes.

The trail bends downward into a little valley. There are assorted mushrooms growing here. Plumpy will eagerly go for the mushrooms. This is a trap. Observant characters may notice large bundles hanging from the trees before the Spiders attack. Otherwise Spiders descend on silk from all around them and get the first move. There is one spider per party member, plus the queen. If half of the spiders are slain, the spiders will retreat.

If the PCs cut down the bundles, they will find Alice, drugged and asleep. Winkle, merely bound up and gagged but unharmed by the poison. Some of his fluff spilled out from puncture wounds. There are three other bodies, now just desiccated and corpses and clothes. One is a rat warrior. Searching the bodies will reveal:

-A potion that will heal 1d3+1 might

-A big red balloon and a string, if inflated, this balloon will float as though filled with Helium and can lift one person.

– 20 silver coins

– two random chess pieces that, when invoked, will turn into a human sized version of the real thing. Roll 1d6 for each

1)A pawn will serve as a basic laborer, carries basic camping gear, 1 might

2)A knight will ride on a steed and thump enemies with a great club, 1 might, +1 damage, armor

3)A bishop will cast away the zombies in the Stinky Swamp, 1 might

4)The Rook has a heavy crossbow, +1 to attack and damage. 1 might

5)The queen will nag and belittle the enemy, who must save or be demoralized for a round, 1 might

6)The king will give encouragement, eats sandwiches: +1 to ally attack rolls and ability tests, 1 might

If there are two of any piece, they will be from rival colors and loathe to get along. The chess pieces will interact with each other but will obey the one who invoked them. When slain they return to regular chess piece form, and cannot be summoned for a week.

Scene 3: The Stinky Swamp

A stagnant lake floating with slime, algae, dead logs. The air reeks of decayed vegetation. Some insects buzz about, and there’s even the occasional frog croak. A dilapidated fortress is on the island. The crumbling wall circles the perimeter of the island. A bridge stretches to the west from the island to the mainland. There’s three rowboats docked on the east side. The party can clearly see a tower jutting above the walls. At night there are torches lit around the perimeter, and candle light can be seen in the tower.

The shoreline offers decent cover in the bracken and thorny vegetation. If the PCs make excessive noise, they may attract the attention of the rat warriors on patrol.

Upon arriving at the swamp, the PCs will notice a brigade of what looks like goblins and ogres marches west across the bridge. These are animated dolls, serving the Elf sorcerer.

The party must figure out how to get to the island. From the south shore to the island, the water is only about 12 feet deep. If they swim across, they will be assaulted by Swamp Zombies that grab at them from beneath the water. The party may circle about to use the bridge, or create a boat, or any other solution. There are rat patrols around the perimeter of the island.

Scene 4: The Fortress

The Tower

Floor 1: A hallway leading to stairs up. In the room is Biron, shackled to a wooden chair. There are candles all about, a spinning kaleidescope lit by candles. Biron is drugged here and in his hallucinated state animates the goblin and ogre dolls. There’s usually one guard. There is a trap door. When not animating, Biron is held in a dank cell below the trap door.

Floor 2: Library and alchemy. There’s an alchemy bench and a pantry of supplies for it. On the bookshelf are assorted tomes of lore, including two books of sorcery.

The Loot

Potion of Shrinking: Become as small as a mouse for 1 hour.

Cake of Growing: Become as large as an Ogre for 1 hour.

Potion of Animation: For ten minutes, the drinker can cause any doll to become alive, reflecting his or her feelings about the doll. Love makes a doll friendly, fear makes it hostile, and so on.

Smoke Marbles: Six marbles that when struck against a hard surface explode into a billowing cloud of smoke.

Tome of Fire: The sorcerer who uses the magic within can manipulate fire: Intensify, stretch, diminish. For example: cause a candle to burn extra quickly, shoot flames from a torch, explode a lit lantern, etc. The user cannot summon fire, but can manipulate existing fire.

Tome of Biting: This book is a trap! When opened, this book will clamp down on the readers hand with sharp teeth, dealing one point of damaging and rendering the hand useless until freed. If carefully pried open, the victim can free his hand without further harm.

Floor 3: The Elf’s Chamber. A nicely furnished chamber with a bed, desk and armoire. The Elf has Zuff’s tail here on the desk, along with assorted candles and ritual paraphernalia. There is a potion of animation on the desk and a book with a ritual to transfuse Biron’s blood into the caster to gain his power to animate dolls.

There is a bright red carpet spread out by the door. At the Elf’s command, it will pull out from beneath whoever is standing on it.

The Elf can command fire, and will hurl lit candles at the PCs and explode them. He can call a large stuffed raven that will come to his window, allowing him to escape. If reduced to half his Might, the elf will try to escape. If this is a one-shot adventure, he will forget Zuff’s tail. Else he will grab it and try to escape, as a plot hook for later adventures.

An ogre doll is here as bodyguard to the Elf.

The Shed – A large double-doored shed with a padlock. The newly animated goblins and ogres are stored here. The are obedient to the Elf or his Rat Warriors, but otherwise have personalities akin to real goblins and ogres.

The Barn – The Rats make their home here in nests of straw. Anyone searching the nests must save or catch biting fleas that put them at -1 until the fleas are removed. They can swim in the swamp, jump through a smoky fire, sorcery, or any other creative solution. In each of the nine nests are 1d6 silver coins, some bones, bits of bread or cheese, and other refuse of rat creatures. The weapons rack on the wall has three spears and a shield.

The Sewing Shop – Eight seamstresses and tailors are shackled here, forced to sew goblin and ogre dolls. There are great bails of thread, burlap, buttons and polished glass for eyes. The Mad Hatter is here. The slaves are allowed only four to six hours to sleep. There’s a 4 in 6 chance of at least one guard. The slaves have been beaten and poorly fed, and lack the collective will to rebel.

The Blacksmith – A human smith is held here, forced to make weapons and tools. His daughter is one of the seamstresses, and dares not misbehave lest she be slain. If she is freed, he will break his own chain and help the PCs. There are assorted tools and weapons here. Spear, dagger, ax, steel crossbow with 6 bolts, assorted nails, hooks, iron pot, horse shoes.

The Latrine – A house over a pit. It stinks.

This adventure needs more puzzles or traps. I like combat scenes, but there needs to be ways to win without a straight-up fight. Perhaps the heroes can lead the swamp zombies into the town and let the rats fight it out, and they can rescue Biron without risking their own lives.

 

 

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Boo!

I went back to work on and revise a home brew adventure which occurs in a crossover of Alice In Wonderland and Winnie the Pooh.

I just discovered the copyright to Winnie the Pooh won’t expire until 2026.  That’s fine, for if I just play privately with some friends, no problem.  But I’d like to release an adventure for Pits & Perils and Blood of Pangea.

If want to release an adventure supplement themed about these living stuffed animals for Pits & Perils or Blood of Pangea, I must change names and species.  I can work with this, but it won’t have quite the same appeal.

The odds of getting a Disney license for a small print game is next to zero, and even if I could the cost would probably be astronomical.

So over the next couple months I’ll post bits and pieces of this Not-Pooh adventure as I work on it.

Goblins for P&P Final Draft

GOBLINS_PNP_FINAL

Click the link above to download the pdf file.

I’m very exciting to have finished my first licensed work for my favorite fantasy role playing game.  Goblins are chaotic, pathetic little filthy creatures.  They’re easy to slay by violence, but they possess a resilience and creativity born of generations upon generations of hard living.

The goblins have their own background/secondary skill table apart from that of humans reflecting their unique circumstances.  From the common fungus farmer to the alchemist or balloonist, there’s a variety of very basic customizations to help facilitate a fun role playing experience.

There’s exploding mushrooms.  There’s pet worms.  There’s new magic spells.

I suggest you give it a try.

Write While You Can

I went to the Emergency Room last Friday on account of chest pain.  The good news is I didn’t have a heart attack, and there’s no obvious blood clots.  The bad news is that the pain is still undiagnosed, and I won’t know for some time until my primary care physician can order some more tests.  It’s really weird going about life when it feels like a hand is in your chest squeezing my insides.  I’m not fishing for sympathy, that is not the point of this post.

The point I’m driving at is I don’t know when I’ll die, none of us do.  When I was laying in my hospital bed, my three mains fears were 1) I won’t be there for my cats anymore, 2) I might end up hacked up and disabled, and 3) I won’t finish my writing.  If you’ve had an idea kicking around your head for game supplements, fiction, or anything else you would want to write about, then do it now.  Don’t wait for an emergency to clarify what you’re meant to do with your life.  I’m meant to write.  So long as I have a computer, typewriter, or paper and pencil (even a quill and ink well), I’ll write.  If I’m reduced to chiseling poetry on stone, I’ll write (let’s pray it doesn’t get there).

After getting home I worked with new zeal to finish my Goblin character supplement for Pits & Perils.  In my eagerness to get this thing uploaded, I overlooked one editing mistake, and had to ask them to hold off on posting it until I fix it.    I have one last edit to do, and then I’ll submit it again to James & Robyn for the archive.

James and Robyn, if you don’t hear from me for a month, post the draft I sent you so folks can play with it.  I’d rather people play with something decent than have nothing because I suddenly took the dirt nap.

 

–Abraham Gray

 

Goblin Supplement V6

PNP_Goblin6

Click the link to download.

The Goblin v6 Notes

I revised the RAIN spell and the Cave Spider.

The RAIN spell was way overpowered. Looking at the assorted spells in the Complete P&P, their range and magnitude are small. World changing magics, while they may exist, are not standard repertoire for spell casters spending one point per spell. Therefore, I changed it so the caster can summon a rain cloud that lasts one turn per level and follows the caster. I removed the text about intensifying the storm. It’s easy enough to make rulings on multiple overlapping rain clouds.

I imagine this might have various obvious uses such as blocking the sun, watering crops or suppressing fires. Being the only successful farmer in a drought-stricken land may well attract unwanted attention.

When creating spells for P&P, I suggest using the power of the spells in the original game as a guideline. This is not like D&D where a high level magician or cleric acquires terribly powerful spells that: create massive quantities of food or drink, raise and shape massive quantities of stone or steel, strike moderately powerful foes dead with one hit, and so on. Such magical effects might be possible if it suits the fiction, but I imagine it would require involved rituals with multiple participating magicians. Furthermore I think bending the rules of existence to that extent might attract supernatural attention with potentially serious consequences.

I revised the Cave Spider to statistically resemble the standard Giant Spider, but noting it was specially bred. It’s faster on flat ground than your typical giant spider, but do note that there is no penalty to saving against its poisonous bite. The selective breeding increased the speed and decreased the poison.

I’m coming to appreciate the importance of study, reflection and revision when creating game content. I’m grateful I have a quiet mindless job that lets me work these things out. I was halfway through my shift when the thought hit me “The rain spell sucks! And so does the cave spider. Fix them!”

Goblin Class for P&P version 5

PNP_Goblin5

Version 5 pdf link above.  Revision notes below.

 

Goblin race-as-class Suppliment version 5 Notes

I finally figured out something with the goblin supplement that was bothering me about the gas filled mushrooms.

First of all was the name bladder-fart. It’s a cute name, something some goblins might call a mushroom, but for me not quite right. What would humans call it? Maybe they have no name for it, but find it among the wreckage of destroyed goblin settlements or crashed balloons.

Second, there was the cost of the bladder-fart versus the utility. One used to give three hours of fly time. It’s not much math, but it’s a lot to ask of the player. If the PCs rent or buy a balloon, they should have very simple choices to make. They shouldn’t have to calculate exactly how many hours of gas they need. A rough estimate should be enough, with the possibility of buying extra gas in case they want additional flight time or a nice bomb to drop on their enemies. Or a nice bomb dropped by NPC goblins on human settlements.

Third, I was unsure about the explosive power of the goblin bombs. How much was enough damage, did it cost enough? Did it cost too little?

I solved all the above when I realized the gas filled mushroom could serve as both bomb and fuel source. When I thought of an analogy to a modern gas bottle, my problem was solved. Why not have a some what tallish mushroom that holds a lot of gas? Why not fit it to a nozzle for balloon use, or fit a fuse for bomb use? And being a big, tall bottle of gas, it could fly a balloon for an easily calculable period of time—say 12 hours (I might make it 24), and give a nice wide area explosion when dropped from above? With this I can increase the cost of the gas bottle, increase it’s area of effective explosion, and decrease the math required in purchasing it.

Doing so, I let the focus of goblin balloons be the fiction of ballooning, rather than the complicated logistics. This will allow for interesting decisions to be made: do I save the extra bottles of gas for flight time, or do I drop them on my enemies?

Not to mention the tempting target of a boom-shroom for a sharp-eyed archer with a flaming arrow!

I think I may have now revised the gas mushroom to be what I want them to be: a useful plot device to facilitate interesting adventures. Be careful carrying your torches in a cave full of these shrooms, so that you don’t accidentally set them on fire! Be careful setting a fuse and dropping them, or you’ll blow yourself up!

I can imagine the diminutive goblins, two or three working together, loading these things into their balloons or onto their crude catapults. It makes for good fiction, which is the point of gaming in my opinion.

It occurred to me that a typical adventuring party will be at least four PCs. Perhaps the basket should be enlarged to carry four human sized or six goblin sized characters. Or maybe part of the fun is figuring you need two balloons, and have to raise the funds get them.

Let me know what you think.

Lastly, I revised the level increments for goblin combat abilities and HEAL spell potency to “every third level” in case you wish to run characters higher than the standard ten levels.

Abraham Gray

Goblin Class v 4.0 for P&P

I keep revising it and adjusting, I really need to stop.

PNP_Goblin4

Click the link above to download.

 

Changes: Updated treasure entry for NPC goblins.  Changed Shaman to three starting spells (heal + 2 chosen).  Otherwise nothing else changed.  I need to playtest the shaman to see how it feels.

If you prefer one version or part of one version over another please tell me.

I’d better stop before I ruin it like George Lucas ruined Star Wars with his re-edits.

P&P Creature – Crystite

CRYSTITE

In ancient caverns and forgotten tunneled halls lurk the creatures made of living crystal. Their dark days are spent patiently looking for victims to propagate their species. Upon slaying a creature, a crystite will deposit an crystaline egg in a bodily orifice. This egg slowly crystallizes the dead body until a new crystite is formed resembling the original host. Crystites therefore have been known to resemble humans, dwarfs, orcs, kobolds, ogres, or even dogs.

Crystites are of low intelligence and speak no known language. They are not social but gregarious around others of their own kind. They cannot heal injuries, and can be demoralized and forced to flee if faced with superior opposition.

Crystites have as many hit dice as the creature they copy. Their stony nature gives them +1 armor per level versus bladed weapons. Being made of stone, their movement speed is ten feet slower than whatever creature they resemble. When destroyed, Crystites shatter mostly to dust, but will leave 1d6 x 10 / level worth of salvageable gemstones.

NAME      ATTACKS LEVEL   MOVE     SIDE    NUMBER     TREASURE

Crystite    1       *    *(-10′)   N       1-6        II (gems)

ACID ARROWS

It was out of sheer luck and desperation that a dwarfish chemist discovered a particular weakness of Crystites: A special acid that breaks down their crystal lattice. Fitted with special hollow arrow heads filled with the acid, these arrows deal an additional 1d6 damage to Crystites, and 1d3 damage to other creatures.

Acid arrows are sometimes found in abandoned underground laboratories. An alchemist who knows the formula can create arrow heads at a cost of 5gp per arrow.