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posticon The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


NOTE: Four players have joined the game and it will be setup as soon as all classes are specified AND the GM does all the tweaking needed. emoticon

Old Warrior Rules will mostly be followed for the adventure(s), but some exceptions will be made, expecially in regards to the frequency of more powerful treasures and the distribution of gold. I will likely use a mixture of my usual treasure method and the RPB along with Webquest's built-in random treasures.

OW RULES link:
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An adventure based upon the Lord of the Rings trilogy and The Hobbit (There and Back Again). The storyline will not strictly follow the book texts, but the setting will be Middle Earth in the time of Sauron's search for the One Ring. Obviously, some monsters and NPCs will need to be improvised for this to work. An NPC or two may join the party from time to time.

This will be a "serious" adventure for the little halflings as they go out looking for the long-lost Bilbo Baggins. Well, maybe I should say as serious as an adventure can get with halflings as the star players. They may get seriously hungry, seriously hurt, and seriously rich.

Bilbo disappeared about one year ago in the middle of the night, never to be heard from again. Since then strange things have been happening near the Shire. One night a ghoul had to be chased off from one of the halfling villages. Four hobbits (halflings) have banded together to go in search of Bilbo Baggins.

This adventure calls for prepared adventurers: at least one Fieldwarden (have one so far), one Chef (have one of these too), and one Thief. The fourth one may be any of those three classes, or even of a fourth class of halfling -- as long as the Game Master approves it (or creates it -- mwahaha). But, we must have one of each of the first three mentioned.

All of these halfings will be carrying their lunch boxes, so they will likely have barely enough to eat, especially since they will have one or two cooks along.

It will be very important that players understand how each class works. Therefore, I am including here copies of Thecustodian's new works (the Fieldwarden and the Chef) as replies to this post. Please read them carefully before choosing which type to play, AND please check here first to see which ones have been chosen, since the only one coded in Webquest is the Halfling Thief.

This means that each player must join the game with a Halfling Thief, and OW will tweak them as needed. Male or female are welcome.

Link to the Halfling Thief:
[url][sign in to see URL]

See the first two replies to this post for the Fieldwarden and Chef classes' documentation. These are the basic rules.

Warriors Joined: (will edit as needed)


1. Mugwort Humbletrumpet, Fieldwarden (Played by Thecustodian) Bio: "Mugwort Humbletrumpet is of good Halfling stock, a stout little fellow with a strong back and a respect for nature. As a Fieldwarden he is responsible for defending the Halfling Hamlet of Pennybrook. He conducts his duties with due care, but enjoys a flagon of fine real ale when he's resting of an evening by the fireside in a bothy. Mugwort enjoys croquet and practices with his sling every day. He helped drive off a ghoul that was threatening a village last year and now has begun to research other undead encounters."

2. Grubs Irontummy, Halfling Chef (Played by Thomas) Bio: "The son of none other then M. Rell Irontummy, he grew up under his, impressive stature. Unfortunately, this meant that escaping from his father's trademark, 'Wham!' blend of seasonings, quite a challenge for the fledgling chef. Because of this, he has started to experiment with the exotic spices of Cathay, Lustria, and Southlands. Unfortunately, the first batch was so spicy that a few of his first customers had some permanent nerve damage. Since then, he has toned it down a notch, but his love of peppery soups with strange roots and mystery meat is not the biggest hit at the Moot. Being an Irontummy though, he has never had a problem disposing of his own cuisine."

3. Snooky Bigtooth, Halfling Thief (Played by Dodger)

4. Rolo Carbunkle, class unspecified (Played by Jason)

Last edited by OldWarrior, 29/Jun/2006, 10:26 pm


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posticon The Halfling Fieldwarden (by The Custodian)


Halfling Fieldwarden

The Moot is the area of the Empire set aside for the Halfling people, and over the years they have planted its abundant fields and constructed towns and villages. The Moot, though, is not as secure as it might appear. Nearby is the cursed county of Sylvania, and many times in centuries past the Empire has had to fend off the living dead. Yet the Moot does not rely solely on human soldiers to protect them. The Fieldwardens patrol the outskirts, looking for potential threats. In times of attack, the Fieldwardens will band together to defend the Moot, often utilising their slingshots with deadly accuracy in mass volleys of stones. They make excellent guerrilla fighters, utilising their smaller stature to great effect.

An individual Fieldwarden is sometimes given a specific duty that takes him away from his patrol route, and conceivably this might lead to him joining a band of Warriors. Though not strong enough to physically grapple with many of the evils of the Old World, a Fieldwarden has a stout heart and is capable of great acts of bravery. They are also very handy with their slings and possess many of the skills of the infamous Halfling thief, although they can generally be considered more trustworthy. Of course, this is not always the case. Who can state with complete certainty that a Fieldwarden was sent on a mission because of his skills, rather than to rid the Moot of an embarrassment?


Wounds 1D6+6
Move 4
Weapon Skill 3
Ballistic Skill 3+
Strength 2
Toughness 3
Initiative 4
Attacks 1
Pinning Roll 3+


EQUIPMENT
A Fieldwarden carries a lunchbox in which he keeps several days’ worth of meals. Once per turn he may delve around in his Lunch Box for a suitable snack. Roll 1D6 at any time during the turn. On a roll of 4, 5 or 6 he finds something tasty and heals 1 Wound. The Lunch Box is rather large so there is no limit to the number of times he can do this. He can do this even when he is on zero Wounds.

WEAPONS
Fieldwardens carry several weapons to aid them against whatever troubles might arise as they patrol their beat.
They carry a Short Sword which does 1D6+2 damage in combat.
They also bear a sling, a weapon favoured by many Halflings. Fieldwardens practice with it constantly, and have done so since childhood. Because of this, they may choose either to use it twice in one turn, in which case it has Strength 2, or to use it once, in which case it has Strength 4. Taking longer allows the Fieldwarden to gain more momentum, and to target it more carefully at potential weak spots on his enemy.

SKILL – Scout
Fieldwardens are skilled at moving silently and swiftly, abilities that can be at a premium in a dungeon. They also have, as a requirement of the job, excellent hearing and sight. A Fieldwarden may use this to Explore, just as if he had the Lantern. The Fieldwarden only has to be within 2 board sections of the Lantern to avoid being lost in the dark, rather than 1 board section.
Furthermore, every time the Halfling's exploration shows a Dungeon Room, roll a dice. On a roll of a 6 turn over the next Event card to see what is in the room. You do not have to resolve the Event until you enter the room. Place the card on the board as a reminder.

SKILL – Duck
Halflings are not known for being able to take mighty blows and remain standing. It’s just not in their nature. It’s no surprise, then, that Halflings used to combat have learnt that the best way of dealing with blows is not to be there when they fall. A Fieldwarden may attempt to Duck any blow that hits, by rolling a 6 on 1D6. If he succeeds he takes no damage.

FIELDWARDENS & TREASURE
Fieldwardens do not, on the whole, wear armour. They are skirmishers, and so rely on speed and agility rather than the ability to take heavy blows. However, he may wear robes, furs and cloaks on the understanding that they might trail a bit on the floor if not tailored to his size. Fieldwardens might also carry a shield, but nothing heavier. At most their toughness can be increased by a maximum of +2 points by items of this nature.

Apart from the above exceptions, the Fieldwarden has the same item restrictions as the Halfling Thief.

Halflings and Food
A Halfling will never give food to anybody unless he considers he has enough left for an adequate meal. Whenever you want to heal another Warrior with provisions from your store you must first roll ID6. If the total is under the number of provisions you have left you may heal the other Warrior as normal. If the result is equal to or more than the number of Provisions you have left the Halfling hides his food and claims he has only a 'few crumbs' left.
Once the Halfling has decided he is down to the minimum he may not give up any provisions for the rest of the adventure.
A Halfling may always eat; it is an instinctive reaction that sets his hand reaching into his bag to grab some food. This means a Halfling may attempt to heal himself with any kind of food, even if he is at zero Wounds. He must still roll a 4+ to be successful in his attempt, just as if another Warrior was trying to heal him.

Last edited by OldWarrior, 25/Jun/2006, 2:26 pm


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posticon The Halfling Chef (by Thecustodian)


Halfling Chef

If there is one thing that the Halflings are known for, it is cooking. The Moot abounds with restaurants and in most cities in the Old World there will be several Halfling establishments, often located near each other so that they can co-operate if one Chef runs out of one ingredient or if another is short-staffed and needs a dishwasher. Halflings returning from a hard day’s work (or whatever they like to call it) are guaranteed to find entertainment in this bustling corner of the city, and usually members of other races are welcome.
What with the Moot having a less-than-impressive military reputation (entirely undeserved, as many Halflings will expound), culinary achievement is usually the main contribution a Halfling makes to the great wars and fierce battles which rage across the continent at times. It goes without saying that the contributions of the (successful) Halfling spies and assassins are unrecorded.

This does not mean that all Halflings are devoted only to subterfuge and seasoning. Some take up arms and attempt to make their way in the wider world outside the Moot and the cities, having learnt how their skills will assist Warriors. Occasionally, for one reason or another, a Halfling Chef will leave his hearth and home, polish off the bow hanging above the door, and head out looking for adventure. A strange sight with his small form covered in pots and pans, he is a welcome sight to badly-fed Warriors everywhere.

Wounds 2D6
Move 4
Weapon Skill 2
Ballistic Skill 4+
Strength 2
Toughness 2 (3)
Initiative 3
Attacks 1
Pinning Roll 4+



EQUIPMENT
The Chef never leaves a settlement without stocks of food, primarily, expecting to have to feed hungry mouths every evening, regardless of whether or not he’s in company at the time.

At the beginning of each adventure he will have 2D6 Provisions. These will expire at the end of the dungeon as normal, but he will always have 2D6 more at the beginning of the next, in addition to any he buys.
A Chef also follows the tradition of roving Halflings and carries a lunchbox. Once per turn he may delve around in his Lunch Box for a suitable snack. Roll 1D6 at any time during the turn. On a roll of 4, 5 or 6 he finds something tasty and heals 1 Wound. The Lunch Box is rather large so there is no limit to the number of times he can do this. He can do this even when he is on zero Wounds.

WEAPONS
Halfling Chefs carry a Short Bow to help them deal with any trouble that might arise, as well as to bag a few rabbits for the pot if the occasion arises. It causes 1D6+1 damage.
For hand-to-hand combat, a Chef will use the first utensil or bit of cooking apparatus that comes to hand. This might be a rolling pin, saucepan, vegetable knife or full-blown cleaver. Whatever they use does 1D6+2 damage on a successful hit.

ARMOUR
No Halfling Chef will willingly leave his kitchen for any extended period without making sure his pots and pans are safe, and the best way to do that is to carry them. Without an apprentice or mule, a Chef will tie his pots, utensils and containers of ingredients onto strings and festoon his small body with them, sometimes to the extent of making him appear like a walking heap of iron. As well as their normal cooking dishes, most Halfling Chefs have a great respect for their cooking pot, and the apprentice who inherits the crock of the master will usually take over running the kitchen. Perhaps this is why roving Chefs, tend to wear it as a makeshift helmet. As well as this, the quantities of ironwork hanging from their pack in utensils, saucepans and secondary pots make a physical blow less likely to hit Halfling flesh (although it might dent an antique pan, which is in some ways worse!)
The pots and pans, especially the one worn as a helmet, give the Chef +1 Toughness.

SKILL – Field Kitchen
It goes without saying that a Chef is good at cooking, and is sometimes able to craft meals out of the oddest things. As they travel through the Old World they are constantly collecting ingredients from whatever fields, pastures and occasionally pantries they pass through, with little regard for ownership. This is partly an unconscious action, which makes it hard to keep track of what ingredients a Chef carries at any one time, as he also discards any that go rotten as he travels. Generally he will have a rough idea but on occasion a Chef has had to make do with nothing more than a sackful of onions after he’s promised to cook a meal.

At any point, the Chef may choose to prepare something to eat. He will whip out a pot and start adding ingredients, building a fire if appropriate and whistling a merry tune. Whenever there are no monsters on the board, the Chef may forego movement to cook. He will do this for the whole turn. If he wishes, he may serve up the meal then. His companions declare whether they wish to partake or not and he rolls 1D6 and adds the Power Dice, looking up the result on the table below. The Power Phase determines the random quantity of ingredients. There is nothing magical about this process (despite what some Chefs might hint!), but the Power Dice represents the vague idea of how much food the individual Chef is carrying.

If he is not ready, he may continue cooking. If he does so, the entire of the next turn is taken up with food preparation, and again at the end of the turn he must decide if the meal if ready. If it is, those who are going to eat must declare so. He then rolls 2D6 and adds the Power Dice of the first turn, but not the second.

He may continue to take more time for as long as he likes. For each additional turn he may roll 1 more dice, but only ever add the Power Dice from the first phase. In addition, the longer he spends, the more time that something goes wrong. If ANY of the dice he rolls comes up as a 1, the entire meal counts as Food Poisoning.

Field Kitchen Table
Result (1D6 + Power Dice) Meal Cooked
Natural Roll of 1 = Food Poisoning! – Each partaker loses 1 wound unmodified.
2-3 = Sparse fare – Each partaker recovers 1 wound if they roll 4-6 on 1D6
4 = A modest offering – anyone eating regains 1 wound
5-6 = A sound meal – anyone eating regains 1D3 wounds
7 = Well-seasoned – anyone eating regains 1D6 wounds
8-9 = A fine feast – those eating recover 1D3+3 wounds
10-11 = A culinary triumph - partakers regain 1D6+5 wounds each
12+ = A meal fit for a king – anyone eating is restored to full wounds

If the Chef is interrupted by a Monster Attack while he cooks, the meal is wasted as the Warriors scramble to defend themselves.
If the Chef or another Warrior wishes, they may improve the stock of ingredients by yielding up Provisions. Each Provision adds +1 to the eventual result. In the event of Food Poisoning or of a Monster Attack, these Provisions are wasted.

Note also that although Warriors have the opportunity to refuse to join in the meal (for example if they are on full Wounds or do not want to risk Food Poisoning), other Halflings must roll a 4+ on 1D6 to refuse; otherwise their stomachs decide it’s time to eat.

If the Chef so wishes, he may charge a fee of 5 gold per wound healed by his food. Warriors who contribute ingredients in the form of Provisions need not pay this. IF the Chef does NOT charge, then he gains +5 exp per wound healed. Most Halfling Chefs do not charge unless they are cooking for a special occasion or to paying customers. If they are preparing food for friends and allies it is considered that the reward the Chef receives is the enjoyment of the cooking process and of a meal with friends.

Finally, if there should be two (or more!) Chefs working together, they may not contribute to each other’s cooking. ‘Two Many Cooks Spoil the Broth’ as the ancient adage goes, and Halfling Labour Laws as well as natural pride mean that while Chefs might compete, or serve a more advanced Master, they seldom cooperate.

HALFLING CHEFS & TREASURE
The Chef has the same item restrictions as the Halfling Thief.

Halflings and Food
A Halfling will never give food to anybody unless he considers he has enough left for an adequate meal. Whenever you want to heal another Warrior with provisions from your store you must first roll ID6. If the total is under the number of provisions you have left you may heal the other Warrior as normal. If the result is equal to or more than the number of Provisions you have left the Halfling hides his food and claims he has only a 'few crumbs' left.
Once the Halfling has decided he is down to the minimum he may not give up any provisions for the rest of the adventure.
A Halfling may always eat; it is an instinctive reaction that sets his hand reaching into his bag to grab some food. This means a Halfling may attempt to heal himself with any kind of food, even if he is at zero Wounds. He must still roll a 4+ to be successful in his attempt, just as if another Warrior was trying to heal him.

Last edited by OldWarrior, 25/Jun/2006, 2:26 pm


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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


Hehe, this seems like a lot of fun, so Im gonna sign up for the halfling chef. I think I've stayed up a little too late, so I'll come back and add my link for my character.
25/Jun/2006, 3:48 pm Link to this post Send Email to ignign0kt   Send PM to ignign0kt
 
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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


Wonderful! We have one Fieldwarden and one Chef. We need one Thief now and one more halfling to boot .. or is to scoot out of the moot? LOL

ignign0kt, as soon as you have your Halfing Thief created in Webquest, you may go ahead and join the game with the understanding that he/she will be a Chef with tremendous Field Kitchen talents! LOL

Last edited by OldWarrior, 25/Jun/2006, 4:03 pm


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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


I had a funny idea when coming up with my backstory for Grubs. What if we can buy spices that could add a certain effect to food, so we could have a little buff ability. Nothing overpowered, but just a thought.
26/Jun/2006, 12:48 pm Link to this post Send Email to ignign0kt   Send PM to ignign0kt
 
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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


Interesting thought there about adding spices. Of course, this is Thecustodian's class. So, my opinion is strictly unofficial. Yet, I might allow such a thing in The Fate of Bilbo Baggins game.

Since the Chef can already add provisions to make a meal more likely to succeed, my idea is that the spices would restore +1 wound (or + 1D3 wounds, depending upon the cost, type, and availability of the spices) to each warrior that partakes of the meal -- as long as the meal did not turn out to be poisonous (in which case the expensive spices would be wasted). It seems to me that such spices will be much more difficult than provisions to acquire and a bit more expensive as their is such little supply for the demand.

This is a good place to mention that I may let the halflings start out with some few pieces of spending gold so that they can buy some rope, provisions, or even spices, before leaving the Shire. But, these will be some hard decisions -- and the food stuffs will definitely NOT be plentiful, since the little warriors will have much in their lunch boxes already.

Last edited by OldWarrior, 26/Jun/2006, 2:06 pm


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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


Or the meal could improve a characteristic for a while.
27/Jun/2006, 2:20 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


Hey there's a thought -- I like it better than additional wounds too.

+1T for 1D6 turns maybe?

or +1 to hit

+1 WS

How about it increases a random characteristic -- one roll for the entire group of partakers?

Maybe ... on a successful meal (any but food poisoning result) the spices would cause a 1D6 benefit as follows and the effects would last 1D6 turns:

1-2 = +1T (Better for defense)
3-4 = +1 to hit (Better for offense)
5-6 = +1 WS (a little better for offensive & defensive purposes)

Any more thoughts?

Last edited by OldWarrior, 27/Jun/2006, 3:32 am


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Re: The Fate of Bilbo Baggins -- All Halfing Party Adventure (Game #196)


I think it was what he meant, but yeah, it's a good idea and will find its way into the Advanced Rules, I think. The Chef will have the chance to pick up special flavourings, herbs and spices and rare concoctions, which will give an additional quality to the meal. Naturally if the meal is prepared badly (roll of 1) at best they will be wasted but possibly they will have further negative effects...
So we'll have increases to characteristics, restoration of more wounds, heightened senses, poison-purging effect, garlic for keeping off vampires. There might even be some stronger ones such as extract of the madcap mushroom... hmm, who'd have thought a simple chef would end up making moral choices about drugs?

[edit] also in the advanced rules I think he will collect pages from Huggo Bobbin's Recipie book (or whatever the thing is the Halfling Thief gets). They might not work in quite the same way though; I haven't decided.

Last edited by thecustodian, 27/Jun/2006, 3:34 am
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