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.

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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.

New Spell Ideas for Pits & Perils

New Spells

Here are some spell ideas, none of them playtested by me. PEST is just a generic retheming of CROW, created by Damn Elf Press. Some of my ideas are frivolous, and some are more serious. If you can think of a better four letter word for them, by all means please do share them. And if you think that any of these effects can be achieved by just retheming existing Pits & Perils spells, please tell me! I dislike redundancy. It’s a minimalist system, so let’s be minimal.

As usual with my writings, this list of spells is public domain. Enjoy them.

Bolt Spells

The Fear Fire Foes! supplement details some variants to the standard Bolt spell, including Fire, Force, Ice and Lightning. Using the same base damage, we can create other bolt spells.

Necrotic Bolt – A bolt of putrescence causes the target to break out in sores, boils, and rotting flesh. This will also rot leather armor, food, waterskins, backpacks, ropes, planks on a wooden bridge, or anything else organic.

Holy bolt – A beam of divine light that will inflict double damage to an undead or demonic target. This spell only harms undead or demons. This spell is often found embedded into wands created by magicians in cooperation with high level clerics.

Acid Bolt – A bolt of acid burns the flesh of the target and damages metal armor, weapons, or any other metal object.

Other Spells

PEST

Summon a swarm of pests that peck, sting or poison anyone near the caster.   The pests can be a flock of birds, bees, ants, wasps, frogs, or any conceivable plague of nuisance creatures suitable to the game setting. The effects are identical to CROW created by Damn Elf Press. Click the link to see his spell.  Particular effects can be created for a given pest type.  For example, the frogs may be covered with a poison that does not cause damage but causes hallucinations to those who touch them.  A swarm of locusts might a racket so loud it attracts other foes in the dungeon, and so on.

FART

Summon a stinking cloud of noxious vapor within 60′ feet of the caster, having a radius of 20′ from the target point. Any breathing creature within the cloud must save or be disabled by coughing, choking and heaving, resulting in being at -2 to all actions while in the cloud. The spell duration is 1d6 + 1 per three levels of the caster.

HURL

Cause one man sized object within 30′ to be flung forcefully at any target within javelin range. The attack roll and damage are +1 per three levels of the caster. Even if the attack misses, the flung victim takes 1d3 damage and is at -1 for one round.

SAND

Range 60′. Cause a 20’x20′ sandy or dirt floor to become a pit of quicksand for 1d6 rounds. Extend the duration by +1 rounds per three levels of the caster. Anyone partially sunk into the quicksand will be trapped in the ground when the quicksand fades away.

FALL

Cause a target within 60′ to save or trip and fall whenever it tries to move. This spell lasts 1d6 rounds, with +1 round per three levels of the caster.

BUFF

Cause all persons within 30′ of the caster to gain +1 to all actions for 1d6 turns. Extend the duration by +1 per three levels of the caster.

LUST

Range 30′. Cause the target save or become sexually enamored with another target within the caster’s line of sight. This lasts 1 turn, or until the target’s advances are violently rebuffed.

VILE

Range 30′. Cause one gallon of drink or up to six regular meals to become poisonous for one turn. Anyone consuming must save or take one hit, and be at -3 due to gut pain and vomiting for 1d6 rounds.

DUMB

Range 60′. Target loses all powers of speech, including screaming and yelling, for 1d6 rounds. Extend the duration by +1 per three levels of the caster.

RACE

Range 30′. The target can run at 3 times normal movement for one turn.

HONE

Range 30′ radius. Edged weapons deal +1 damage for 1d6 rounds. Extend the duration by +1 per three levels of the caster.

BASH

Range 30′ radius. Blunt weapons deal +1 damage for 1d6 turns. Extend the duration by +1 per three levels of the caster.

HATE

Range 30′. Cause target save or become enraged at another target within the caster’s line of sight for one turn. The spell is broken if the first target is violently struck.

Six Magicians for Pits & Perils

This is the final installment of my series of creating basic characters for Pits & Perils.

Creating Magicians is a little different because what shapes them is not just their favored stat or background, but also the initial choice of magic spells. You could be a battle mage, a discoverer of secrets, a maker of illusions, or a necromancer. So the following six magicians are not to suggest that there are only six kinds, but rather six among many. As your magician advances, he will discover new spells, artifacts, and secrets that shape his development.

The initial spell choice may reflect either an interest or a practical consideration of the magician. The subsequent spell choices may also reflect either consideration. As such, magicians may well be the most varied characters as far as mechanical effects are considered.

That being said, mechanical effects are sometimes less important than how the character is played. Magicians only wield daggers and staves, but that does not mean they are wimpy. Perhaps they cannot take a lot of punishment, but that does not mean they cannot dish it out. A Strong Magician, for example, may be a beefy knife fighter  (previous link to off-site fictional podcast about a knife fight) preferring his weapon to offensive magic. A dexterous Magician may also be a skilled knife fighter, but preferring quick slashes and pokes to heavy strikes. A Wise Magician may well observe his foes’ patterns, and striking in the weak point of the enemy routine. Same mechanics, different flavor. Hopefully a good referee and good player takes this into account when narrating combat scenes. Perhaps this interpretation is more suited to Blood Of Pangea, but I would not rule out a thematic knife fighter who uses his magic to befuddle, debuff, and confuse his adversaries.

All spells taken from the Complete Pits & Perils.

I use 40 gp for money like the other characters I made.


Strong Magician

Background: Farmer

Spells: Mend, Obey, Cure

Gear: pack, bedroll, rations(7), staff, dagger, cloak, lamp, oil, sack, rope, 23gp

Adelaide served as wizard to a village of farmers. Her surprisingly great strength helped in restraining difficult animals, but also she could cure their diseases and fix the farmers broken equipment.


Dexterous Magician

Background: Bowyer

Spells: Ruse, Keen, Bolt

Gear: pack, bedroll, rations(7), Short Bow, arrows(20), dagger, dagger, cloak, torch(6), sack, 26gp

A bowyer by trade, Biff offsets his lack of facility with weapons with his magical powers. Even if he misses, his spellcraft gives the illusion of accuracy.

Note: I cannot imagine a bowyer not being able to fire the weapon of his creation. So this magician is allowed to fire a bow. Otherwise the same as an ordinary magician.


Intelligent Magician

Background: Fisherman

Spells: Fear, Form, Ally

Gear: pack, bedroll, rations(7), staff, cloak, dagger, lantern, oil(2), sack, sextant, rope, 7gp

Charlie uses his magic for practical purposes, often driving fish into the waiting nets of his fellow fishermen.


Wise Magician

Background: Carpenter

Spells: Lift, Find, Hole

Gear: pack, bedroll, rations(7), dagger, mallet, cloak, lantern, oil(2), sack, mirror, stakes(6), rope 6gp

Dana built cranes and assisted researchers in digging up ancient sites.


Sturdy Magician

Background: Gambler

Spells: Link, Ring, Obey

Gear: pack, bedroll, rations(7), dagger, dagger, cloak, latern, oil, sack, mirror, mule, feed(7), playing cards, 5gp

Gina cheated at cards and was good at it. When she wasn’t, her sorcery was sufficient to drive off any displeased persons.


Charismatic Magician

Background: Performer

Spells: Urge, Vine, Wink

Gear: pack, bedroll, rations(7), staff, dagger, cloak, lantern, oil, sack, shackles, rope, 18 gp

Harry earned his daily bread with parlor tricks and escape acts.