Adventure Scouts!
I've had a little setting/system I've been referring to as Adventure Scouts! knocking around in my head for a bit. As I've been yelled at for not posting, I figured I might as well put down actual notes and see if this becomes anything. I've a few other entrees in editing hell at the moment, but this seems to have jumped the queue for some reason or another.
The basic premise is the PCs play teens, some where between 14 to 17, doing outdoor activities and learning life skills, as one would do in real life scouting programs, like the Boy Scouts. Just like those scouting programs, the characters set out into the world on light-hearted, daring adventures of exploration and discovery. Through various motorcycle related head injuries, I only have vague memories of this time in my life, so I'm going to assume my experiences were somewhat like this.
Why light-hearted? Because I need a break from the grimness of cyberpunk for a minute.
Players start off at rank Scout and through the collection of Merit Badges, climb through the ranks to Raven Scout, gaining abilities as they go.
Core System
This part really doesn't matter. Or, rather, it can be swapped out for any other resolution system you prefer. I'll probably eventually use Tunnel Goons, because it's light and quick, but with some minor adjustments there's no reason other OSR-like (the hell does this even mean anymore?) systems couldn't work. GLoG v1? Easy. GLoG v2? I mean, maybe, I ain't looked at it too hard. Polymorph? Yep.
Anyway, the advancement system you're using, and any sort of classes, are gone. Using kills to gain XP? Murder is against Scout code (probably). Using Gold as XP? Who needs gold when you can get those sweet, sweet Merit Badges?
Advancement
Advancement is done through the earning of Merit Badges, with each rank requiring a certain number of badges. To earn a merit badge, you must go out into the world and successfully perform actions related to the badge. In turn, the badges provide certain benefits. An ever increasing list of merit badges, how to earn them, and their benefits is provided here.
The long and short of it is: You do a thing enough times, you get better at doing the thing. But, also, sometimes weirdness. Some badges you'll naturally gain as a group, others you'll pick up on your own. Kind of like actual scouting. As such, badges naturally gained as a group (like Hiking) offer less benefit than those gained individually (like Hexcraft).
Mind you, other scouts (NPCs) will probably find your actions entirely strange, as they usually just do reports for their badges. You, however, are an Adventure Scout! You go above and beyond.
To officially receive the badges, and access to the benefits, you must return to the city after completing the requirements and spend a City action there.
After a certain number of badges, you gain a rank. The ranks represent and show your hard work and dedication to the Adventure Scouts, and certainly isn't designed to reinforce paramilitary bullshit in the minds of the youth.
The ranks (and the number of badges required) are as such:
- Scout (0) - All characters start off as this.
- Fledgeling (5)
- Twoth (10)
- Sidekick (15)
- Wanderstar (20)
- Hildewulf (25)
- Raven Scout (30) - Highest of the Ranks
Backpacking
Requirement: Travel 20 Hexs with a full inventory
Benefit: Gain an additional inventory space per level.
Bestiary
- Requirement: Document 20 beasts encountered
Benefit: Gain ability to Speak with Animals
Chemistry
Requirement: Combine strange found chemicals and discovered their effects through usage 5 times
Benefit: Generate one extra dosage of any potions made, gain a copy of the chemicals/reagents list.
Cooking
Requirement: Retrieve 10 beers for the GM (When they need them, not all at once)
Benefit: Personal rations gain an additional usage
Elf-friend
Requirement: Find and meet the elves on good terms, and complete 3 quests for them
Benefit: Count as “Elf”
Hexcraft
Requirement: Successfully use 10 scrolls
Benefit: Invitation into Order of the Green Spiral; No longer need checks to use most scrolls
Hirelings
Factions
Death and Dying
Under Hill, By Water
YOU! Adventurer!
Do you tire of constantly risking your life for ancient trinkets that are most likely cursed? Do you long for a pastoral life where you have a moment to just sit? Where your biggest concern of the day is finding where Old Man Ruther's bastard goose went, rather than if you've gotten the right phylactery for the lich currently threatening the world?
Of course you do! Those other things are a H A S S L E. Also DANGEROUS.
Well, you're in luck! I've got just the replacement life for you!
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//GLoG/Setting/USSR
- Majak (City 40) - Focuses on research into and using "strange matter"
- Uglegorsk - Serves as the cosmodrome managing terrestrial side operations for the Hinderland station.
- Gorky - Mass production of the nuclear capable KM ekranoplan
- Mailbox #4276 - Secure facility in Mezhgorye performing research in theoretical quantum realms and entanglement.
- Krasnoyarsk 26 - Researches ancient viruses discovered in the ever thawing tundra.
B. Internationale
- Restore 1d6 HP to the target
- Give a +4 to a single test or save. (Traditional assisting only provides +2)
- Champion successfully assists someone
- Champion takes time to repair gear rather than simply purchase new item
- Champion shows solidarity with the common man at a detriment to themselves.
B. Internationale
On Halflings, Goblins, and Raccoons
In the last post, I offered an encountered posed as a question:
24. What if Hydras, but with Hobbits?
And that got me wondering: What IF hydras, but with hobbits? Well, the answer seems pretty clear: Goblins.
"What? That makes no sense, you drunkard." I hear you say; to which I retort: 1) Ouch. Rude. Jesus. and 2) I can show my work. I just gotta do a little information dump to get you on the same page. It'll seem unrelated at first, and it largely is, but the concept it presents will be what's important.
Many of the names I'm about to use have accent marks in their proper spelling, but in 20 years of knowing how to type, I've never figured out how to make them, so they won't have them.
The Story of Fafnir
Fafnir, a dwarf with a strong right arm and a fearless soul, was the son of king Hreidmar, and brother to Regin and Otr. Known for his aggression, he served in his father's hall as a guard, keeping a close eye on the massive amount of wealth the king of the dwarfs obviously would have. He had a nice life, full of dwarf things, until - as these stories go - the gods arrived.
You see, Odin, Loki, and Hœnir were traveling when they encountered Otr. Now Otr had the ability to change into any form, and his favorite was that of the otter. And a damn fine otter he was. So much so, Loki (of course it's Loki, it's always Loki in these stories) desired his pelt, which involved killing and skinning Otr. A task the gods made short work of.
That night they came unto Hreidmar's hall and, pleased with their catch and unknowning it was actually a dwarf or Hreidmar's son, they proudly showed off the pelt they had harvested. Obviously, Hreidmar was displeased by this and at first demanded a life for a life to pay for the murder, however the gods made the argument that the murder was but an accident, as Otr was an otter at the time, and they had no way of knowing. Accepting that it was an accident, Hreidmar instead settled for weregild ("man price", compensation payed to a family over the lose or injury of a member). Otr was the son of a king, so his price was high: in order the gods to leave as free men they had to fill Otr's pelt with yellow gold and then cover it entirely with red gold. Agreeing to this, Odin and Hœnir remained as captives, while Loki went out in search of the gold.
Instead of returning to the large treasure hordes of Asgard to end this unfortunately situation quickly, Loki hunts down Andvari. Andvari, another dwarf with the ability to shape shift (this time into a pike) who lived under a waterfall, was incredibly wealthy, thanks to his ring Andvaranaut, which helped in hunting gold. Using a net from Ran (sea goddess with an indestructible net; a whole other side quest), Loki was able to capture Andvari in fish form, and force him to give up both his gold and magic ring. Having no other choice, Andvari gives them up, but curses them to bring ruin to anyone who possess them in the process.
Full of himself, Loki returned to Hreidmar and laid the gold treasure upon the pelt of Otr. The gold nearly covered all of it, save for a single whisker, which Loki begrudgingly used Andvaranaut to cover. With the wereguild paid in full, the gods were released, and go on about their way, exiting out of this story.
Now, the type of otter Otr was was most likely the euroasian otter, because that's the only Scandinavia has, so we're looking at a pelt up to 37.5 inches (96cm) long, not including the 18 inch (45cm) tail. That's a heap of gold. A HEAP.
Fueled by both jealousy and the curse, but probably mostly the curse, Fafnir drew his sword and murdered Hreidmar, taking all the gold for himself. Escaping in the wilderness, left alone with ill gained fortune, Fafnir grew twisted and cruel, his greed changing him into a serpent/dragon which breathed poison into the very land around him.
And?
AND we see here how Fafnir was corrupted by his greed into a dragon. This wasn't a "Oh, I want this minor material possession to make my miserable life slightly brighter for a moment" nominal amount of greed that we experience everyday, this was "I am fully inclined to murder the man whose enormous amount of gold and gems I've guarded with my life for (probably) decades without so much a thought of snatching one, and also he's my father" amount of greed - the kind you see from landlords and Wall Street. His vice/sin changed him to his very core.
Besides Dwarf, which other usually playable race is known for a vice, such as gluttony?
That's right: Halflings. And where as Halfings aren't Dwarfs, they're not going to turn into dragons or serpents. Their gluttony and sloth and all the other vices and sins that were carried out in the depraved bourgeois halls of Bag End would change and transform them into something else. That something else is a Goblin.
Halflings live in a hole in the ground. To quote: "Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell...it was a hobbit halfing-hole, and that means comfort." (and decadence).
Goblins, on the other hand, live in a hole in the ground. A nasty, dirty, wet hole, filled with the ends of worms and an oozy smell. A destroyed halfling hole.
That's...asinine, but what does this have to do with Hydra?
Hydras are well known for their ability to regrow their severed heads. A goblin's ability to regrow parts is also well documented. I had a link to this documentation, however now that I needed it, it is missing. The long and short of it was that goblin basically breed through violence, quickly regrowing missing parts or even whole bodies. I'll put in the link if I can ever find it again.
Alright...I guess. And the raccoons?
Look at the following videos. Raccoons are basically Goblins.
Look at 'em.
That's clear evidence that the Elves evolved the Halflings from raccoons, much in the same way they made Man from apes, and Orcs from boar. It's just basic science.
Post Publish Edit (8/11/20): Well kiss my grits. Seems Arnold K already covered this five years ago. While this only further suggests that I am correct, I will not forget this insult.
1d30 for Izzy
1. A bear, porcupine, and a raccoon sit around a campfire. A barrel of booze is near by. They are not magical, can not talk nor have the means to make a fire. They will defend the booze.
2. A mostly naked wizard is in full swing of a mushroom trip. It may not be going well. Whenever they speak mutated spells ooze out of their head applying themselves upon the world. If killed in this state, a spellscar will be left on reality here.
3. The PCs come across a looter stripping corpses of their gear. If examined, the corpses are of the PCs, though the looter will not acknowledge this.
4. A bricked pit full of blood, encircled by mark-less corpses. Neither wind nor animals stir in this location. Should the PCs leave and come back, the pit will be gone. Possible to be encountered elsewhere.
5. An ordinary chest full of gems. Nothing out of the ordinary here. Certainly not a pregnant mimic full of eggs. Nope.
6. A water elemental is stuck in an almost dry stream bed. It's sad, lonely, and can't find it's way back to the ocean.
7. A forest witch has passed out in her stream hovel, deep in her drunken sleep. A mysterious potion bubbles in a cauldron and several bottles chill in the stream. Her skeleton fox familiar guards them from inside the stream.
8. A beautiful figure bathes in a stream waterfall. They wave the PCs over to join them. Should the PCs decide to get close, they'll soon learn what lingual luring is as the colossal alligator snapping turtle currently hiding behind the waterfall tries to eat them.
9. Orc bootleggers speed down the trail on strange Gerry rigged iron wagons belching black smoke, fueled by the very shine they sell. They'll sell ya some (meth too) if you prove y'aint constables. If they smell law on ya though, they'll start slinging bombs.
10. A meteor has crashed to earth. From out of the smoking crater, biomechanicals have emerged and begun to harvest the surrounding area, and spreading their biomechanical infection to the wildlife.
11. 8 floating psionic octopi carrying alien instruments of brutality. A vanguard for a larger army! The war for the surface has begun!
12. Worker fairies from a nearby hive are unionizing. They'll need a third-partyto deliver their demands to the Queen.
13. A large golem (goes by Hank) waits patiently in the woods, adorned in a multitude of runes of explosion. He insists on calling the PCs his "owners" (finders keepers) and further insists that the PCs order him to explode. Turns out Hank is a mine golem from some long and forgotten magic war, and his only purpose for existing is to explode. He wants to do it soooooo bad. Won't you help him? (Destroys entire hex if exploded. No saves.)
14. A young lady is weeping over a pig. Her brother/sister has been transformed into swine, and only a stranger's kiss can revert them back. Unfortunately, the young lady is just a liar and a pervert.
15. A young lady is weeping over a pig. Her brother/sister has been transformed into swine, and only a stranger's kiss can revert them back. Unfortunately, it's a transitive curse, and will change the kisser into a pig while freeing the original victim.
16. Bear beer wizard. Will trade mead for wizard teeth.
17. Necro-jellies have got in the go'dang Potter's field again! Stop 'em be-fer they get to gran'pappy's still!
18. What if Gorcrows, but with Hobbits?
19. You meet an average enough looking fella. He doesn't blink and is too wet. He's accompanied by a boiling kettle, but no heat source. He'll offer the PCs a longer life and better healing, in exchange for something. Should the PCs accept, well then, welcome your new body mate! You now have a fun, new parasite taking care of your body to feast on your spirit. It's possibly an aboleth. +1 healing per round. Roll new mental states and take the averageof the two sets as your conscience melds.
20. Did you know there's an elemental plane of spiders? You do now, thanks to a drunk summoner ripping a hole in reality. Enjoy.
21. Symbiote Jellies are overwhelming and bounding to a Forest Giant.
22. "Lycanthropy" is a template you can apply. Apply it to a centaur tribe and enjoy the half-man, half-horse, half-wolf experience. Wait...it'd be full man, wouldn't it?
23. A will o' wisp and a leucrocuta begin vying for the PCs attention, leading them in different directions. Turns out the creatures have a little bet going, and both will lead the PCs to certain danger.
24. What if Hydras, but with Hobbits?
25. A Lantern Archon has fallen in love with a normal lantern. It wants the PCs to set it up on a date, and insists they help it go off without a hitch. I ain't never seen a lovelorn Archon, but I'm guessing it ain't pretty.
26. A small camp of Orcs are fermenting and distilling Gray Ooze. It smells horrible, but get's ya drunk!
27. What if a Rat King, but with Hobbits?
28. A ghost inside of a skeleton inside of a zombie inside of a iron golem (looks like plate armor)
29. A group of Cyclopes are playing a version of lawn darts. There have been and will be casualties.
30. Cosmic radioactive moon apes.
The Wrecktangle

