Showing posts with label Halfling. Show all posts
Showing posts with label Halfling. Show all posts

01 November 2017

The Hin (Halfling) Sneak, an optional PC Thief variant.

Here it is, The Hin Sneak, an optional halfling "thief" class for Classic D&D!

The Hin Sneak (150kb PDF)

This file is provided for your private use. Please do not redistribute it without discussing it with me beforehand. Thanks!

31 October 2017

The Hin (Halfling) Friar, an optional PC Cleric variant.

AD&D 1e (in Unearthed Arcana) and AD&D 2e allowed the major PC races to take the cleric class, but for the demihumans, level limits in the rules prevented them from accessing the high level spells. In a setting like the Known World, where all the major PC races have their own nations and cultures, it is a little awkward that the demihuman classes lack religious leaders and the ability to ask their gods for the same favors humans can.

We can assume, as the game always did, that these personages exist, but are left to the NPCs of the world, but I've always disliked the idea that NPCs get options that are not there for the PCs. That is why I present this optional class for Hin “clerics”, originally developed a few years back with my friend Rich Trickey. The Hin (Halfling) Friar, an optional halfling "cleric" class for Classic D&D!

The Hin Friar (236kb PDF)

This file is provided for your private use. Please do not redistribute it without discussing it with me beforehand. Thanks!

27 October 2017

Weapons for Halflings and other small sized creatures

The Known World holds a bit of a distinction among the major D&D campaign settings; it's the only one with a detailed, developed Halfling homeland central to the campaign world. Sure, Forgotten Realms has a Halfling nation, but it's way off the beaten path in a corner of Faerun pretty much ignored by the setting material. Other worlds, like Greyhawk, just throw Halflings in as an afterthought, giving little or no thought to where they came from.

Taking that into consideration, it makes sense that the Hin, and their nation, militias and "military" (limited as it is) would craft weapons of their own, rather than just borrow from their human neighbors. With that in mind, I put together the following chart, modified from the D&D Basic Set:

WeaponDMGHands Cost  Notes
Hand Axe 1d4 1  3 gp
Battle Axe 1d6 2  5gp
Hin Crossbow 1d4 2  20gp May be used 1 handed by larger creatures, Known as a "hand crossbow" to humans and dwarves. Ammo cost is 6gp for 30 quarrels.
Short Bow 1d6 2  25gp
Hin Bow 1d4 2  18gp Too small for use by larger creatures. Ammo cost is 3gp for 20 arrows.
Hin Dagger 1d2 1 2gp Silvered version costs 20gp
Hin Greatblade 1d8 2  15gp Basically the same thing as a human normal sword
Hin Sword 1d6 1 Hand 10gp Basically the same thing as a human Short Sword
Hin Smallblade 1d4 1  5gp Basically the same thing as a human Dagger.
Hin Mace 1d4 1  3gp Usable by Clerics
Light Club 1d2 1  1gp Usable by Clerics
Hin Halberd 1d8 2 4gp
Sling 1d4 1 2gp Same as human version. Ammo cost is 1gp for 30 stones, or they may be foraged (DM discretion on availability) at the rate of 1d20 per hour.
Short Spear 1d4 1            2gp Also known, among humans, as a javelin
Hin Battlehammer 1d4 1  3gp Usable by Cleric
Hin Smallspear 1d2 1  1gp Too small to be used as a missile weapon by larger creatures, may be used by those folk as an improvised stabbing weapon though. Human original is found in the Expert Set.
Shortstaff 1d4 2  1gp The Shortstaff is about 3.5 to 4 feet long. Human original is found in the Expert Set.
Hin Hilt-and-a-half Sword (aka Hin Bastard Sword) 1d4+1 (one Handed)

1d6+1 (two Handed)
1 or 2 8gp Human original is found in the Companion Set.
Hin Fork (Hin Trident, among mariners) 1d4 2 2gp Human original is found in the Companion Set.

The Hin versions of the Bola, Blackjack, Net and Whip, from the Companion set are effectively the same weapons as their Human counterparts.

There are no Hin versions of the Blowgun or Heavy Crossbow, from the Companion set. In addition, the Hin are a little less deviously innovative with weapon variants than their Human neighbors, and the only common Pole Arm type found in the Shires is the Hin Halbard, listed above.

Likewise, the Hin are not common practitioners of artillery or siege warfare, and these machines are not usually found within the Shires. Where Catapults and Ballistas are found, they are identical to their Human equivalents, except that when the crew is made up only of Hin, one extra crewman is required per machine.

The basic rule, derived from the D&D 3rd edition Arms & Equipment Guide supplement, is, take the normal, human version (aka "medium sized weapon"), decrease the range by 1/2, rounded up, and drop the damage down to the next lower die type (so 1d6 damage becomes 1d4, etc). Price is roughly 1/2 of the human version, rounded up. This should suffice for a quick conversion of any nonstandard weapons you've added to the lists in the rulebooks.

26 October 2017

Five Shirefolk

Good D&D campaigns always need interesting NPCs, and Classic D&D caters to this need with the excellent Shady Dragon Inn supplement, a collection of myriad pregenerated characters with thumbnail sketches of their personality and background to get the DM's imagination going. For those who lack access to that book, or who want some NPCs tied a little closer to the Known World setting, I present the first in a (I hope) ongoing series of articles introducing a handful of personalities to use in a game. Whether they act as contacts, hirelings, villains, or even replacement PCs for players whose luck is less than ideal is up to you.

Keeping with this month's "Hinuary" theme, here are 5 Hin from around the Five Shires to add to any campaign.


Liam "Bearclaw" Longbuck
3rd level Lawful Halfling, male, age 35; ST 13, DE 13, CO 12, IN 9, WI 10, CH 14; HP 12; AC 5 (Chain Mail); Money: 43 GP; Items: Sling +1

Liam is short, even for a Hin, standing just an inch under 3 feet, but he makes up in spirit what he lacks in stature. Always a gung-ho soul with little thought of fear, he's a hero of sorts in Ober's Mimbur, having once killed a large brown bear that had wandered into the field behind the Grinning Elf tavern single handedly by perching atop the tavern's roof and pelting the beast with sling stones. He collected one of the bear's paws and had it turned into a necklace that looks comical on him given his small size, thus gaining the nickname Bearclaw among the town's residents.

Liam will gladly join an adventuring party, given that he sees enough risk in their endeavor to make it "fun". He's loyal and enthusiastic, not given to complaining about long marches or sitting watch at camp, but his penchant for gambling and tendency to react to encounters with a volley of sling stones, even when a more subtle approach might be better, may cause the party some minor headaches now and then.

Liam owns a small cottage in Ober's Mimbur, and will gladly offer it to PCs who enlist him in their party or befriend him in town, since lately he's taken to camping in the hills around town, searching for Ober's lost treasures (see D&D Gazetteer 8: The Five Shires for details on this lost treasure hoard), a place that most other folk in town are terrified to even approach given the tales of ghost sightings near the ruin. Liam is eager to find the treasure, and the dungeon rumored to contain it, and has started trying to encourage adventurers who pass through town to join him in "poking around a bit," but so far, he hasn't succeeded in rallying help.

If encountered outside Ober's Mimbur, Liam will generally be on his way home, fresh with stories of his latest adventure, or may be in the company of other NPCs, eager to enlist the party in aiding in whatever quest they are off to undertake.


Sherl Watcheye
2nd level Lawful Halfling, female, age 30; ST 17, DE 14, CO 14, IN 7, WI 9, CH 11; HP 9; AC 7 (Leather); Money: 5; GP Items: Dagger +1, +2 vs. Kobolds

Sherl's an imposing Hin, fully 4 feet tall and well muscled, reflecting her early life as a mason's daughter. Although her first couple adventures, exploring caves in the Achelos Woods with some other adventurers from Wereskalot, went well, earning her the magic dagger she readily brags about to anyone who will listen, she hasn't had any luck joining a real adventuring party, and is eager to do so. For now, she's reluctantly helping her father (Rand Watcheye) with his masonry business and tending to her young brother, since their mother passed away 3 summers ago from a nasty bout of the flu. In Wereskalot, she'll be encountered mostly at night, frittering away the meager pay her father gives her on Rockhome mead, which she has a notable weakness for, and attempting to latch on to any adventuring party she comes across. During the day, she might be found at her father's workshop (which doubles as the family home) or out running errands.

Outside of Wereskalot, Sherl will be encountered with her father and kid brother, attending a fair or festival around the Shires or Karameikos, or meeting with miners about new supply contracts. Rand will be annoyed at seeing her run off with adventurers, and although he's no more than a nuisance, he'll hold a lengthy grudge against the PCs if they recruit her, hassling them a bit whenever they visit Wereskalot, even if she eventually moves on or goes home.

Sherl is a capable fighter and stalwart companion though, if perhaps not the brightest girl the PCs might meet. She dreams of a heroic career adventuring, and longs to visit Shireton one day to see the "big city". She then hopes to settle back in Wereskalot with a wealthy husband, as long as he isn't a mason, she resents that life.

Ronwyn "Fish" Idelwise
5th level Chaotic Halfling, male, age 48; ST 12, DE 11, CO 13, IN 10, WI 12, CH 10; HP 22; AC 3 (Leather +1); Money: 37 GP; Items: Leather Armor +1

Ronwyn is a quiet, grim fellow, unhappy with his life as a guard on Tothmeer's docks, but lacking the ambition to do much of anything else with his life. He's known around town as one of the few Fangs (Militiamen) assigned to dock duty that can't swim, and jokingly called Fish by those who know him.

Adventurers who try, for some reason, to recruit Ronywn will be met with a doomsday speech about the futility of trying to do good in the world, and only the most outrageous offers of pay will give him the inclination to run off on an adventure. He's grudgingly friendly with his fellow Fangs, but few who know him really trust him. When not on duty or at the dockside Fang station sleeping, he can usually be found at the Riverwalk tavern nearby, playing in a quiet game of dice with other Fangs, or just drowning his sorrows in a glass of brandy. He's somewhat of an oddity in the Shires, proclaiming an intense dislike of beer and ale.

Asking about the fine leather armor Ronwyn wears is a quick way to earn his (brief) admiration, since he is extremely proud of it. The story around town is that when Lora, the now teenaged niece of Sheriff Sildil Seaeyes, was a youngster, she was accosted by thugs while playing on the docks with some friends. Despite being outnumbered and unarmed (he was on the way home from the tavern and out of uniform), Ronwyn lept to the rescue, leaving the troublemakers clinging to a small raft floating in the harbor. As a reward for his courage, Sheriff Sildil held a feast in Ronwyn's honor, and presented him with the handsome suit of leather armor. Ronwyn loves to brag about this, and PCs trying to get in his good graces will go far by flattering him on this, as well as buying a round of drinks or two "to toast the hero".

Ronwyn's secret
Fish isn't above being bribed, in fact, it's one of the few things in his miserable life that makes him feel important. PCs up to shady business on the docks would do well to get to know Ronwyn for this reason alone.

Caution is wise though, Fish is only loyal to hard coin, and rivals, or authorities, willing to beat the PC's bribe will find themselves quickly betrayed by the dour little Hin.

Giana "Gee" (as in "Gee Whiz!") Hairytoes
4th level Chaotic Halfling, female, age 41; ST 11, DE 18, CO 11, IN 13, WI 8, CH 14; HP 22; AC 4 (Leather); Money: 1570 GP; Items: Rope of climbing, Elven Cloak

Giana is a self proclaimed master burglar, usually found around the shadier taverns in Sateeka, selling her pilfering skills to the highest bidder. While generally friendly and easy going, she is pretty cocky about her abilities and stubbornly overconfident, often accepting jobs she is under-qualified for and getting herself into a world of trouble. She's been lucky so far though, escaping harm's way and landing only short stints in the jails of Karameikos and the Shires.

Giana will gladly join a party that can meet her price (left up to the DM to reflect the economics of the individual campaign), but she bores easily, and if there isn't enough action and danger, she's likely to wander off in search of thrills elsewhere.

Gee is pretty good at what she does, but she's got a little history that her new friends will have to contend with sooner or later. About a year ago, she took a job looting some artifacts from a College of Magic in Specularum for the infamous magic users Bargle, in the Black Eagle Barony. Although she successfully retrieved the books she was hired to, she decided the Baron wasn't paying her enough, and sold them to a rival buyer (an anonymous magic user in Luln) for 3 times the price. She is hunted by agents of Bargle (usually magic-users, devise them to rival, but not overpower, the party), who are fairly nasty folk and have no qualms about roughing up the party to get at Giana.

Gerro Weefoot
8th level Neutral Halfling, Male, age 84; ST 14, DE 12, CO 18, IN 10, WI 9, CH 15; HP 52; AC 5 (Chainmail); Money: 10 GP; Items: Short Bow +4

Gerro is a little old for a vigilante, but he's still spry and crafty, and spends his days patrolling the streets of Shireton with his merry band of fellows, which he has affectionately dubbed "The Defenders". For many years, banditry in the city was a major problem, with Jaervosz Dustyboots, there's still a few bands of hoodlums out making mischief. Gerro, a veteran of the Fangs, has decided to continue his patrols, and has attracted a band of 15 to 20 (the number varies as members come and go, or perish in their "duties") to help him.

PCs will likely first meet Gerro and his band if they are accosted along in town. Within 1d4+2 rounds of combat ensuing with bandits, Gerro and 1d6 of his men (err, Hin...) will charge into the battle, aiding the PCs (unless of course, they are the bandits...) Goodly PCs will find Gerro to be a gruff but useful ally, devout in his self imposed duty to protect the people of Shireton from villainy.

Gerro is a grizzled veteran of many adventures in and around Shireton, and knows the city well. He'll be reluctant to leave his Defenders alone for long, and wont actually join the party for any missions away from the city, but he can serve as a handy contact when the party is in that area, being well aware of pretty much every rumor that spreads on the streets and alleys of the town..

Gerro's also a close personal friend of Sheriff Jaervosz, and will gladly send a letter to him vouching for them if they are acting in what he sees as the best interest of the city and the Shires and need his assistance.

25 October 2017

Hin (Halfling) Specific Level Titles in the Known World


The demihumans of the Classic D&D game kind of get cheated in regard to their level titles. Generally, the game just takes the fighter class titles and adds a "dwarf/halfling" modifier, or with the elves, just compounds the fighter and magic user titles.  I decided that the Hin of the Known World are common enough, and established enough in their own homeland that their culture should assign its own titles to its heroes. Here's what I came up with:


Level

Standard D&D Title

Five Shires Hin Title

1

Halfling Veteran

Gaffer (m) / Gammer (f)

2

Halfling Warrior

Slinger

3

Halfling Swordmaster

Protector (of the Five Shires)

4

Halfling Hero

Hero (m) / Heroine (f) (of the Five Shires)

5

Halfling Swashbuckler

Buccaneer

6

Halfling Myrmidon

Cohort (of the Five Shires)

7

Hafling Champion

Advocate (of the Five Shires)

8

Sheriff

Marshall

Inside the borders of the Five Shires, the "of the Five Shires" formality of some of the titles is rarely used, other Hin know what you are a protector, hero, cohort or advocate of with you telling them. Most Hin characters only use the full, formal titles when travelling abroad and introducing themselves to folk who might not know of their homeland.

Sheriff is a word often used informally to show respect to accomplished militia or military servicemen, retired or otherwise. I wanted to remove the confusion between actual Five Shires sheriffs and other high level Hin characters.

Similar to the generic use of Sheriff to show respect to an accomplished warrior, some Hin also use the term Gaffer/Gammer to honor non-combatant neighbors (Hin consider everyone living in their city or town to be a neighbor, and all the natives of the Shires to be almost-neighbors, be they fellow Hin or otherwise) of fame and accomplishment in their profession. This is similar to how 1st level Halfling, as well as other demihumans and human fighters, are called veterans. They are above and beyond the average 0-level common folk of their race.

Example: Miija Copperkettle, a renowned Hin baker, owns and runs a small shop in Seashire. It is the custom of most Hin to refer to her (directly) as Gammer, and indirectly as Gammer Copperkettle.