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A world of life, sundered by disease, darkness and war. The lifegiving forests are dying, the time draws nigh for the return of the Forest King.

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Categories
Artwork (34)
Game Mechanic (1)
General (5)
News (1)
October 11th, 2006

ElfWood Demo

The demo for ElfWood is nearly complete.

What it will contain:

  • Most of the mechanic (everything pertinent to play the demo)
  • Lots of characters
  • A sample adventure
  • Basic setting information
  • The demo will be in PDF format and will have some artwork (though mostly sketches). The layout will change significantly from the demo to the final product, but this should give you some ideas on the look and feel.

    Keep your eyes posted over the next couple weeks…

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    October 10th, 2006

    October News

    We have been playing Promised Sands, ElfWood and StarDust at a local game shop over the past few weeks.

    Every Friday night, you can find one of our GMs running a group.

    Sometimes you’ll find us there on the weekends and sometimes on Tuesday and Wednesday night, as well.

    Here’s the fledgling website for the location: http://www.rpghog.com/

    Anyone who reads this is invited to join us at any time. Bring your dice (or buy some at the counter) and join us in play. :)

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    December 31st, 2005

    Taurim Stats in Savage Worlds

    I’ve been playing around with the Savage Worlds game mechanic, of late and thought I’d share what the Taurim stats are in that game mechanic:

    Taurim Race
    Strapping (+3): Taurim are powerful and strong. They start with Strength d8 instead of d4.
    Healthy (+2): Taurim are hale and hearty. They start with Vigor d6 instead of d4.
    Big (+2): Large in every sense of the word, Taurim weigh 350-500 lbs and typically range between 7 and 8 feet tall. They have Size +1, gaining +1 to Toughness and can carry 8 times their Strength in pounds without penalty instead of the usual 5 times their Strength.
    Oversized (-1): Taurim require twice as much of everything that other races require. This means they pay at least double for food, water, rooms, armor, or anything that must fit their frame in some way.
    All Thumbs (-1): Taurim are simple and earthy. Technology escapes them. Taurim suffer a -2 penalty to the Repair skill. When using a mechanical or electronic device, a roll of 1 on the skill die (regardless of the Wild Die) means the device is broken. The damage usually requires a Repair roll at -2 and 1d6 hours to fix.
    Clueless (-2): The Taurim mind is focused on the here and now with a good dose of what is most important to them. Anything outside of those criteria are often ignored and usually quickly forgotten. This gives the Taurim a certain sense of innocent wonder about the world as things can be “new” to them again and again. Taurium suffer a –2 on common knowledge rolls.
    Loyal (-1): Taurim have a herd mentality. As such, any companions of a Taurim will be loyally protected. Taurim are also dedicated to their own kind. They will never harm another Taurim. Due to their calm and friendly nature, they are hard to anger, but hurting one of their “own” is the surest way to piss them off. “We don’t start fights. We finish them.”

    Background Edge (Optional)
    Horned Taurim Buck
    Requirements: Novice, Taurim, Male
    Some Taurim bucks sport an impressive set of horns which can do (Str+2) Fighting damage when performing a head butt, they also provide +1 armor for Fighting attacks against the head.

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    December 6th, 2005

    Elf Mage

    Attuned to the living forest, the Verden Elf Mage taps into the source of life itself, on the world of Lakates.

    Scott Harshbarger

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    December 2nd, 2005

    Sheshorn

    Fierce, large and fast, the Sheshorn is an extremely territorial creature who defends its chosen region with extreme prejudice. Some say these creatures are completely untamable. Those who disagree usually die trying.

    Scott Harshbarger

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    December 1st, 2005

    ThornOgre

    Occasionally, an Orc does not break out of its encasing nut in the proper season and continues growing into the next season. When it does finally emerge, it is a huge, twisted and nastier version of an already huge, twisted and nasty creature. This is what forms the ThornOgre (and also the WoodOgre).

    Scott Harshbarger

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    November 30th, 2005

    Trolls

    The mature form of the Troll lifecycle, the full-grown Troll, can reach heights of up to 8-10 feet, though the most common forms are only about 6-8 feet tall. Around their necks and on their forearms a mossy growth forms that produces spoors. Anytime the Troll is hit, brushes against something, moves about or even spontaneously, pustules of spoors will burst and spread the seeds that may become a Trollstump if they land in a suitable place.

    Trolls are more docile than their appearance would indicate. As long as they get what they want–a cool, moist place to live and plenty of food–they are easily manipulated into obeying anyone they perceive to be as a leader. This could be as simple as someone who said, “I’m the leader” while they felt satisfied enough not to eat them or steal from them. Thus, they accept it as a fact. Somewhat stupid, but extremely cunning, Trolls have found their place amongst the mines of the Dwarg as enforcers and taskmasters amongst the Orc mining gangs.

    It is not uncommon for a Troll to reach down and absentmindedly pick up a Trollkin to eat as a snack while performing his duties as a taskmaster.

    Ambulatory Trolls are considered to be “male”. Trollstumps are sometimes referred to by Trolls as “motherstumps”.

    Scott Harshbarger

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    November 29th, 2005

    Trolloc

    Surviving Trollkin grow and develop into their next phase, about the size of a small child–Trollocs.

    Trollocs are larger, more cunning, faster and somewhat nastier versions of Trollkins. (Or smaller, less intelligent, faster and weaker versions of a full-grown Troll.)

    Scott Harshbarger

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    November 28th, 2005

    Trollkin

    Trollkin are the initial form of the Troll. It emerges from the troll-bulb and scurries about, eating just about anything it can find. They are stupid and fearless. Initial discussions mentioned the miniature form of Bruce Campbell in Army of Darkness (while in the windmill). Few of them survive. In fact, many of them are eaten by Trollocs and Trolls–not to mention other Trollkin.

    Scott Harshbarger

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    November 27th, 2005

    Troll Stump

    The life cycle of a Troll begins with a “Troll Stump”. It is a fungus-like growth that typically reaches a height of about 18-24 inches. Once it is fully grown, small root nodules will begin to form and gradually move upwards toward the surface. After a full growing season, the nodules will breach the surface and bud. Over the winter months and into the beginning of the second growing season, they will eat anything that comes near them–insects, birds and small animals. It draws these creatures with pleasant scented buds and blooms. About halfway through the second growing season, the bulbs will open, releasing the Trollkin that has been growing within it.

    Scott Harshbarger

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