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Hack Journal 06

HackJournal for 4e is an unofficial publication focused on expanding the HackMaster 4th Edition RPG, particularly exploring halfling races and classes. The document discusses contributions from players, including new spells, magic items, and character subraces, while also providing a random subrace chart for halflings. It emphasizes the need for detailed exploration of halfling subraces to balance gameplay and enhance player choice.

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Alan Shohat
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0% found this document useful (0 votes)
4 views50 pages

Hack Journal 06

HackJournal for 4e is an unofficial publication focused on expanding the HackMaster 4th Edition RPG, particularly exploring halfling races and classes. The document discusses contributions from players, including new spells, magic items, and character subraces, while also providing a random subrace chart for halflings. It emphasizes the need for detailed exploration of halfling subraces to balance gameplay and enhance player choice.

Uploaded by

Alan Shohat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HackJournal for 4e

(ARGH Magazine)

Unofficial and Unsanctioned


Volume 6
[closest I could find to a halfling]

A publication of Amalgamated Research Gaming Hub


Those held to irresponsible …
Author(s): D. M. Zwerg, George Table of Contents
“Mercutio” Gordon, Michael Mars Russel, Unofficial Unsanctioned???..............1
Jeff Hric, and Mykal Antczak What Should We Contribute?............1
Editor(s): < why bother?> Races & Classes...............................2
The Halfling Conundrum........................2
Project Mangler: ……….. D. M. Zwerg Random Subrace Chart......................2
HackJournal for 4e, Unofficial and Halfling Subraces (revisited).............3
Unsanctioned, is published semi-monthly by: Manors & Manses.............................9
Halfling Agriculture..........................9
Amalgamated Research Gaming Hub
3132 Spruce St, Racine, WI, 53403 Assayed Equipment........................13
Halfling Armor & Other Equipment.....13
Leather Armor & Pieces..................14
© 2021 by Amalgamated Research Cook’s Kettle Armor.......................20
Gaming Hub. Other Halfling Containers...............26
(The Unexplained Chart)................28
ADHOC is a derivative work based on Lairs Monstrous..............................39
HackMaster 4th Edition (HM4e). GM’s Advantage—Dragons..................39
Attack Types....................................40
HackMaster, HackMaster 4e, HM4e, and “Boulders” in HM4e............................44
HackJournal, are trademarks of Kenzer ARGH Projects...............................49
and Company and the underlying material
is copyright © 2000-2020 Kenzer and Acknowledgments..........................50
Company. HM4e material in this work are Gaming in a Digital Age.......................50
used under express permission and
license of Kenzer and Company. Kenzer
and Company has a license and rights to Cover Illustration: image from Andrew
use & republish any material in this Lang’s “The Yellow Fairy Book” (1906).
booklet (except for Filk or as noted) under
agreement with and license from
D.M.Zwerg and Amalgamated Research
Gaming Hub.

All Rights Reserved.

HJ for 4e vol 4 Printing: March 2021


This book is protected under international treaties and
copyright laws of the United States of America. No part
of this book may be reproduced without the express
written consent of Amalgamated Research Gaming Hub.
Permission is granted to the purchaser of this product to
reproduce sections for personal use only. Sale or trade of
such reproductions is strictly prohibited.

This is a work of fiction. Names, characters, places,


spells, and so forth are either products of the authors'
imagination, and any resemblance to actual persons,
living or dead, is entirely coincidental.
my company has a website).
Manglars Corner How about new magic items or
This magazine is provided in 5.5” x monsters?
8.5” format so as to be most convenient
for self-printing in booklet format, on Example for magic items: I could use
both sides of the page then saddle- more Boots & Sandals mentioned in
stapled together. the list above as I barely have 1 page
of them.
<<<like last time I figure nobody is reading
this so here goes some odd advice for Ever write up a random encounter in
players. Always consider doing a called shot advance?
for the neck. All you really need is a severity
level 13 crit to render an opponent This could be either a small random
unconscious and anything above that is encounter or a complete lair from a
gravy. It is the weakest area for a crit on the game you ran. A small blurb on tactics
official charts, I know, I helped make them. used (or how it played out) would be
Further, if facing against armored opponents awesome!
and the GM uses partial armor rules or an
armor coverage system an opponent who is One of my goals is to publish a
not in full plate armor probably does not random encounter for every monster I
have a gorget or aventail listed on their am able to.
character sheet or description and thus you
may be striking an area with no armor
Do you include alternate races in your
protection or at worst chain mail. This could game?
add 3-8 to your crit severity level, and when What are the abilities (standard and
you only need a 13 to down an opponent the available Talent list) as well as stat
benefits are obvious. >>>
modifiers and preferred & available
Unofficial Unsanctioned??? stats?
● Unofficial Unsanctioned - Open Besides PC races from the PHB there
for commentary are 57 humanoids in HOBs 1-3 alone
● Official Unsanctioned - Open for (ok, cataloging all the Humanoids
home game use alone is a long-term work in progress,
● Unofficial Sanctioned - Open for same with farm animals, animals, and
convention use undead)
● Official Sanctioned - Open for
tournament use Do you use any variant classes (that are
unique creations and not conversions
What Should We Contribute? from other games)?
Basically, whatever people are interested Are there any Talents or skills you have
in writing. added?
Have any of players ever created a new Letters & Submissions can be sent
or variant spell (even if just a different using the website or direct via email to:
color), then submit it with the creating
character's name :) (I have plans once [email protected]

ARGH magazine 1 What Should We Contribute?


Stouts & Tallfellows also have opposite
Races & Classes reactions from Elves and Dwarves, but
Heroes & Henchmen RPG is intended that is basically the sum of the
to be fully compatible with HM4e such differences. We get a bit more details in
that a character made in one can be the Hacklopedia of Beasts, but not much
played in the other. This does not more. Therefore it behooves us to
disallow creation of new races, classes, expand upon this and address inequality
and skills, in fact the GM creating their either by use of a random chart or be
own is an intrinsic part of the game. detailing each subrace separately.
Here in this section we will publish new
submissions as well as revisit old Random Subrace Chart
favorites. One way to deal with the different
halfling subraces is a chart based on the
I realized recently that I really needed
frequency found in HoB3 with a tweak
to flesh out races and classes a bit more
based on the concept of Stout blood. We
for the Heroes & Henchmen RPG. I was
know that 15% are pure Stout and an
putting it off as they required an entire
additional 25% have mixed Stout blood.
rewrite, but also needed to remain
If we take that into account and then
basically compatible with HM4e.
also assign 8+ for Hairfoot & Thugs
Therefore I started brainstorming
(Uncommon) and maybe 4+ for Stouts
Gnome Titans to work them up for
& Tallfellows (Rare) then an overly
release in this issue. As my thoughts
complex version of such a chart using a
about Gnome Titans kept expanding into
d20 might go something like this:
other associated cultures & races, it
occurred to me that halflings would Halfling bloodlines
probably end up being the main culture
1-3 Hairfoot (pure)
to grow the food to support the Gnome
Titan war machine. That got me thinking 4 Hairfoot w. Tallfellow
about the halfling subraces, and their
5-6 Hairfoot w. Stout (30 ft IV)
equipment. So down the rabbit hole we
go, first into halfling subraces and then 7-8 Tallfellow (pure)
equipment. 9 Tallfellow w. Hairfoot
The Halfling Conundrum 10 Tallfellow w. Stout (30 ft IV)
By D.M.Zwerg
One thing that has bothered me for 11-12 Stout (pure, 60 ft IV)
over 30 years is that halflings were 13 Stout w. Hairfoot (30 ft IV)
never fully detailed out into separate
14 Stout w. Tallfellow (30 ft IV)
subraces with roughly balanced abilities
like elves & dwarves. HM4e mentioned 15-16 Thug w. Hairfoot
Hairfoot, Stout, & Tallfellow, and
17 Thug w. Tallfellow
introduced Thug halflings, but only
Stout and those with Stout blood get 18-19 Thug w. Stout (30 ft IV)
mention of specific sub-racial abilities.
20 Thug (Stout, 60 ft IV)

ARGH magazine 2 Random Subrace Chart


The chart is a bit more heavily and what abilities each possess.
weighted towards Stouts than I would
We all “know” that halflings are so
prefer, but was done such so that the
called because they are half the height of
ranges of rolls fits both the frequencies
humans, but is that the real reason?
in HoB3 as well as the percentages from
Looking at the halfling subraces from
the HM4e PHB. As for abilities, if using
HM4e PHB we have Hairfoot, Stout,
the chart the chance is random and the
Tallfellow, and Thug halfling. Stouts
range of infravision in feet is mentioned
have dwarf-like abilities as do, to a
in parentheses and noted by “IV”).
lesser extent, any of their blood, and
associate with dwarves and have issues
with Elves. Tallfellows get along
The next issue is how to balance the
brilliantly with elves but have issues
various subraces out a bit and bring
with dwarves, tend to live near elves and
player choice to the forefront. Other than
have a bit of a different culture, there is
being “disliked” by elves Stouts get the
mention of some additional abilities but
gold-mine for abilities and other
these are never “realized” except for
halflings get the shaft. Therefore it
increase ability to detect secret doors.
should be obvious that, given the HM4e
Hairfeet only get mention of tending
BP system, on means of dealing with it
towards certain professions with no
is to grant the other subraces some
other hints about what make them
number of Building Points worth of free
distinct. Together these seem to hint at
Talents. More on this in a bit.
some sort of dwarven or elven blood in
these subraces, which begs the question
as to whether the “half-” part of the word
Halfling Subraces (revisited) “halfling” may actually indicate direct
By D.M.Zwerg
blood ties to a particular race. Let us
Now that we are entering into making take that “hinting” a step further and
changes another factor needs to be suggest that halflings were originally
addressed, namely being a derivative of half-breeds of different fractional
a derivative. Heroes & Henchmen RPG combinations of Dwarf, Elf, Gnome, and
is a licensed derivative of HM4e, which Human (not that the latter manifests
in turn was a licensed parody with strongly like the others) that slowly over
derivative rights. Therefore, although time sorted out to the basic subraces. To
HJfor4e retained some of the names of avoid confusing HM4e players we will
from whence it was derived, the question not make reference to any subrace of
becomes “should we?”. Well, to avoid halflings as “Gnomelings” for now, but
confusion, and as we are basically in creating distinct subraces of halflings
rewriting all the underlying text anyhow, we will refer to the revisited Stouts as
the answer at least to my perspective, is “Dwarflings”, Tallfellows as “Elflings”,
“no”. By saying “no” it also frees us to and Hairfeet as “Common Halflings”.
rethink the hows and whys of the various
Due to other races showing preference
halfling subraces and go into them in
towards those presenting similar racial
more detail including why each is unique

ARGH magazine 3 Halfling Subraces (revisited)


traits, halfling clans evolved into professional options and came up with
subraces. Dwarfling & Elfling indicate the following for each of the halfling
stronger throwbacks than seen in subraces.
Common halflings,
and thus may be Halflings & Subraces At A Glance
allowed to
purchase racial Ability Stat Range Dexterity 10-19 (+1)
talents to indicate Strength 6-17 (-1) Constitution 7-18
additional Intelligence 6-18 Charisma 3-18
“throwback Wisdom 3-17 Comliness 3-18 +/-
bloodlines” or Subraces Common Dwarfling
abilities. In Halfling Dwarfling Blooded Elfling
examining halfing
Height 2’8”-3’8” 2’8”-3’5” 2’10”-4’ 3’6”-4’
racial talents for
(28+4d4) (29+3d4) (32+2d8) (40+2d4)
items to help
Weight 41-56# 46-66# 52-72# 53-68#
balance Elflings &
(36+5d4) (41+5d5) (48+4d6) (48+5d4)
Common Halflings
Movement 6 6 6 6
to their Dwarfling
Lifespan 100 years 140 years ??? 180 years
counterparts, we
concentrated on Talents
what makes each Secret Doors
different without Passing -- -- -- 1/d6
limiting the Searching 1/d6 1/d6 1/d6 1/d6
subraces from Concealed 1-2/d6 1-2/d6 1-2/d6 1-2/d6
talents available to Stonework (also see Mining Talent)
other subraces. By Grade/Slope -- 1-3/d4 1-3/d4 --
adding additional New Tunnel -- -- -- --
BP to the base Slide/Shifting -- -- -- --
racial BP (or “DP” Stone Traps -- -- -- --
is doing Heroes & Depth -- 1-4/d6 -- --
Henchmen) in Unsafe ** -- 1-7/d10 -- --
cases where the Direction -- 1-3/d6 1-3/d6 --
Talents are of ** - Detect unsafe walls, ceiling, or floors
lower cost than Special Abilities 60’ 30’
what we consider -- Infravision Infravision --
“balanced” we can Saving throw bonus on Saves vs Magic: +1 per 3½
equate say the points of Constitution
ability to detect Saving throw bonus on Saves vs Poison (as above)
secret doors by Throw bonus: +1 to attack with thrown weapons
merely passing Sling bonus: +1 to attack with slings
them as a 5+ BP Surprise bonus: if > 90 feet ahead of non-halflings or
Talent. We also non-elves all in non-metal armor:
considered the Opponents suffer -4 penalty to surprise die rolls;
-2 if halfling must open a door.

ARGH magazine 4 Halfling Subraces (revisited)


Common Halflings leather armors. A leather cuirass
Common halflings typically run around patterned after a vest with at least one
barefooted even in winter, thus real working pocket would not be out of
generating comparisons to snow-shoed place, possibly worn over a gambeson,
hares by other races, which may be the nor would leather scale or lamellar.
origin of them being referred to as Cook’s Kettle Armor is seen as well.
“Harefooted”, “Harfoot” or “Hairfoot” Clothing: common halflings dress in a
halflings. They are most closely mish-mash of materials in styles & cuts
associated and allied with tinker & hill based mainly on the manner of dress of
gnomes, and often call upon the former local humans. Generally more practical
when designing mills. Many seem to than human clothing, including one or
exhibit more gnomish blood than other more pockets in every item of clothing
halflings, but we will avoid referring to (inside, outside, upper, lower, etc).
them as “gnomelings” so as not to
confuse HM4e players. Notes: common halflings organize
around the Tything or “hill”, and act as a
Common Halflings roll for a couple 5 defensive community and village law.
BP talents to help level the playing field. Originally this meant ten burrows on a
Roll 1d20 twice, reroll duplicates level, but has come to mean a single
named settlement hill in most records
1-2 Breath Weapon Bonus (+1 bp) with levels stated as upper, lower,
3-6 Brewing middle, upper middle, lower middle,
upper lower or even lower upper of a
7-8 Courage (+1 racial bp)
particular named Tything.
9-10 Detect Evil
11-12 Expert Haggler Elflings
13-14 Good Immune System Elflings are often the migrants of the
halflings world. They leave a few
15-16 Opportunist Elflings home to tend their orchards and
17-18 Second Sight flocks then travel the shires hiring for
plowing, planting, and harvesting of
19-20 Thick Blood various crops before heading back home
Note the “+1 bp” mentioned in a couple by wagon or boat. Along the way they
of entries. Characters with one or more buy, sell, and transport various crops and
of these get +1 bp for each to the base supplies from hill to hollow including
racial bp for being a halfling to make up dried fruits, spices, tools, containers
the shortage. (especially gourds), glues, cheeses, and
tobacco. These groups tend to handle the
Preferred Weapons: most (2/3rds) carry main trade networks with any and all
at least one sling. They also tend to carry non-dwarves.
one or more clubs, hand axes, and maybe
even a short sword. Even when not traveling Elflings live in
wooden buildings, wagons, or boats
Preferred Armors: Padded and/or

ARGH magazine 5 Halfling Subraces (revisited)


above ground. They are the most likely Those traveling by water often prefer
to build the mills, inns, and taverns the darker hues of the colors above or blues
Harefeet utilize. Way more into tree of any shade.
crops than most humans, they culture a
Notes: Elflings have the innate ability
variety of wood for different purposes
to detect secret passages (1 on a d6).
including carving and musical
Those not full-blooded but of Elfling
instruments, and are famed makers of
blood can purchase this ability for 5BP.
fine stringed instruments. They are also
know as cart/boat wrights, carvers, Elfling halflings often travel in groups
carpenters, and growing odd pipeweeds. from one village or town to the next and
basically fall into those who travel by
As Elflings can Detect Secret Doors,
boat and those traveling by wagon.
and that is a 5 BP talent in HM4e, they
Larger groups, with multiple wagons or
get only one (3-5 BP) bonus talent.
narroboat, often have at least a couple
Roll 1d20 Dwarfling-blooded night guards.
1-5 Aquatic Background (+3 bp) Readying wagons: at least one wagon in
a caravan will be a “readying” wagon.
6-13 Carpenter (as per “Brewing”
but also gain Carpentry Tools for Part chuck/supply wagon, part rolling
free) home, these wagons have a stove able to
supply travelers with hot meals on the
14-17 Forest Fighting (+3 bp) go. Breakfast, 2nd breakfast, elevensies,
18-20 Paralyzation Bonus (+2 bp) luncheon, possabrote, crumpet time, and
finally prepare the fixings for a quick
souper to stock the cauldrons when they
Preferred Weapons: Elflings prefer stop for the night. Readying wagons are
spears & gaff, but also use staves, rope often "two" story, and may have extra
weapons, and throwing sticks. Bows, supplies in the undercarriage.
slings & staff slings, and throwing
knives are common as well. Most carry Narroboats: long narrow barges made
at least one knife and possibly a dagger. from hardwood trees, these boats ply the
shallow waters and canals of the shire
Preferred Armors: due to traveling and even into other lands. They are most
most wealthier Elflings wear Halfling often moved by means of long poles
Coin Armor or at least buff coats, and rather than rowed or sailed, and may
seek suits of elven chain when available. also be towed using ponies or burritos
Others settle for padded jacks and such. (small halfling donkeys).
Clothing: many highlight their elven
features by wearing weed & tree fiber Dwarflings
clothing tailored in the elven style, and Dwarflings get enough racial abilities
often highly embroidered. Those trading such that they do not gain any free
by wagons often prefer bright but leafy bonus Talents based on subrace, but they
colors including reds, oranges, and may purchase Talents using racial BP.
greens, with brown or green cloaks. The reason is they have and about half

ARGH magazine 6 Halfling Subraces (revisited)


of the abilities of Mining Sense, which is Elfling caravans & narrowboats have 1-2
a 5 BP talent in HM4e, plus 60 foot Dwarflings along for this reason. When
infravision. Therefore we estimate this to not pulling Night Watch they tend to
be worth about 10-12 BP together. specialize in building with stone,
digging burrows, and working as the
Those only Dwarfling-blooded get a
Tything potters & jewlers.
roll on the appropriate table for the other
bloodline (usually Common).
Preferred Weapons: besides cooks Thugs
using tankards & frying pans, Dwarfling Thugs (Thug Halflings) are not their
fighters tend to use hammers, maces, own subrace, but rather members of any
mattocks, morning stars, picks, and of the others that are at the bottom rung
polearms than other halflings. Slings are of halfling society and have turned to
still common, but most will use darts or thievery, and thus the only halflings that
some specially made sculpted shot can become certain classes.
including standard, war, whistling, or Thugs are generally full or “blooded”
silver bullets from their pouches. members of other subraces, thus all but
Preferred Armors: more likely to wear full-blooded Dwarflings replace their
“real” armor than other halflings, their standard talent roll with the chart below.
access to dwarven fabricated goods Common halflings still get one of their
means more tend to wear Cook’s Kettle two standard rolls plus roll below.
Armor as well, especially as those Roll 1d20
traveling in a party of dwarves will
1-6 Cower (5 bp)
generally be relegated cooking duty.
Dwarflings tend to wear more guantlets 7-14 Expert Haggler (5 bp)
& greaves than other halflings, often
15-20 Taunt (5 bp)
splint over leather, are are the most
likely to use crossbows & carry shields. They often wear clothing that helps
them blend in and tend to carry more
Clothing: usually woolen & leather
daggers & knives than any law-abiding
cloting worn in dwarven styles and
halfling should ever need. Short swords
tending towards subdued hues and
& saps are common weapons as well.
earthen colors.
Notes: A third of The Watch are full If subrace needs to be determined
blooded Dwarflings. You may think this randomly then roll 1d6 below:
is only they're due as there are three
1-2 Common Halfling
subraces, but when you add Dwarfling-
blooded it hits about half. The reason is 3 Tallfellow
the Night Watch. With their night vision
4-5 Dwarfling Blooded (30 ft IV)
they can compete with humanoids at
night on better than even footing, this 6 Full-blooded Dwarfling w, 60 ft IV)
every Tything has a Dwarfling family
handling the Night Watch and most

ARGH magazine 7 Halfling Subraces (revisited)


hundreds of miles away, if the
Manors & Manses community gets a good reputation that
This section is for PC and NPC is. Communities tend to pull together at
holdings, including land. planting and harvest times, but usually
Halfling Agriculture do not have a bunch of laws making
By D.M.Zwerg such cooperation mandatory and tend to
resort to shunning offenders. The most
Primary produces: Tobacco, Wheat, popular trade good halflings grow is
Milk, Eggs, Cheese, Beef, Chicken, "pipe weed" which is traded extensively
Beans, Pig, and Corn. between communities, and lesser grades
Most halfling farmers tend to of it are often traded to Dwarves (for
"specialize" in one or more primary beers) and other races for cloth and such
products. They
are also know Halfling Animal Breeds
for their Harefoot Elfling Dwarfling Zwerge
Cattle Burrito Pack Goat Kühe
bartering AKA: Dwarf Cows Miniature Pocket Highland
skills, as this Donkey Nibbler Shaggies
get extensive HackFactor: 0 0 1 0
use of them EP Value: 35 35 35 65
while Climate/Terrain: Any temperate non- Temperate Any Hill or
exchanging mountain Mountain
goods between Frequency: Uncommon Rare Uncommon Uncommon
individual Orgaization: Herd Herd Herd Fold
farmers and Activity Cycle: Day Day Day Day
even Diet: Herbivore Herbivore Herbivore Herbivore
communities. Intelligence: Animal (1) Animal (1) Animal (1) Animal (1)
In a single Alignment: Neutral Neutral Neutral Neutral
community No. Appearing: 2 (oxen) 1 5d4 5d10
most, but not or 1d20
necessarily all, Size: M (3.5’) S (2.5’) M (3’-4’) L
of the primary 750# 225-350# 130-200#
products will Movement: 9" 9” 15” 9"
be raised by 1 Psionic Ability: Nil Nil Nil Nil
or more Att/Def Modes: Nil/Nil Nil/Nil Nil/Nil Nil/Nil
farmers. Some Morale: Timid (6) Half-hearted Confident Half-hearted
(9) (12) (9)
cater to the
Armor Class: 7 7 7 7
local market
No. of Attacks: 2 1 or 2 1 2
only, while
Damage/Attack: 1-4/1-4 1-2 or 1-3 1-4/1-4
others may be 1-4/1-4
the principle Special Attacks: Nil Onager Kick Charge Nil
product of the Special Defenses: Nil Nil Nil Cold
community Tolerance
and be traded Magic Resistance: Standard Standard Standard Standard
Hit Dice: 1+1 1 1+2 2+2

ARGH magazine 8 Halfling Agriculture


(for some reason most halflings do not slaying the opponent. Individual GMs
raise sheep). can decide if the special attack allows
them to kick up cobblestones and
Halfling Animal Breeds whether they should get extra damage
I pulled the (old) parts from an article I and higher EP awards for that. As for
wrote for a website back in early 2001. drayage, larger 1600-2000# equines are
always limited to 1:1 for draft and closer
Harefoot Cattle (old): standing to 20% for pack, but smaller ones can
between 35 to 42 inches tall and weigh often do 25% quite easily. Thus draft
only 750 lbs full-grown, but produce may well also be 25% more than their
more milk per lb of weight than any own weight. In fact, page 7-4 of the US
other breed. Daily yield averages 1.5 to Army manual FM 31-27 Pack Animals
2.5 gallons (10 - 18 lbs) of milk with 4- states that 160-170 pounds is “a good
5% butterfat, and cream yields of up to 1 load” for “1100- to 1200-pound
quart per gallon. Yearly yields tend to packhorses and 800- to 1000-pound
average about 4000 lbs of milk per cow. mules” indicating mules can carry the
They do well on marginal or scrub land, same weight as horses 20%-37%
unlike most human cattle. They tend to heavier, so a 225-350# burro might be
live for around 15 years. (IIRC I used able to carry well over the 20%
Jerseys for this entry when I originally wrote it,
but used the low end of the scale, which means recommended weight a mule can, thus
the cows would be very mellow but the bulls potentially upwards of 30% of their own
highly aggressive, but the easiest bearing cattle). weight. The manual does not mention
Elfling Burrito: there is an old Benny draft but pulling more than there own
Hill skit where he asks “what is a weight is likely probable, especially with
burrito?” and the answer is “a small rests. Just don’t expect the same miles
donkey”. That stuck with me, so in per day. On ther other hand mules and
regards to animals halflings used I had to burros are more sure-footed than horses
use “burrito” to indicate a miniature and better at finding their own best path
donkey. Their weight they make for in rough terrain.
decent pack animals, and can be crossed Dwarfling Pack Goat: pack goats
with ponies to create mules favored by should be able to carry 25% of their
Dwarflings. I assigned them to Elflings body weight, and are incredibly sure-
for their “specialty draft animals” as footed. HM4e HoBs have them as
goats get into everything and the “Confident” morale and 15” movement
Harefoot would tend to use oxen. The so I carried that forward as well. Lighter
height & weight is for miniature Dwarflings would just barely meet the
donkeys. The 2 attacks if for anyone larger pack goat’s weight limit so ponies
who they don’t like that is stupid enough and burritos would make for better
to step behind them as the burrito will cavalry mounts (the other reason I gave
strike with both back legs burritos to Elflings). Pack goats make
simultaneously. In the myths onagers ideal animals for pack strings, especially
were a type of wild donkey that would in hilly, rocky, or mountainous terrains.
kick rocks at those chasing them, often Goats make for fine draft animals.

ARGH magazine 9 Halfling Agriculture


Zwerge Kühe (old): I included this Link: https://l.facebook.com/l.php?u=https%3A
entry as I see Dwarflings being stuck %2F%2Freturntonow.net
watching and milking these cattle for %2F2020%2F10%2F12%2Fforest-garden-with-
500-kinds-of-food-requires-only-a-few-hours-of-
their dwarven “masters” likely as way of work-per-month%2F%3Ffbclid
paying rent on surface lands and for %3DIwAR2AVFo9pSsrIvgc4xN93BYeTsJ8CUA
burrows. Besides the cows, Dwarflings P_1LtiHZBXr2oYwNp-
would likely also be the only halflings to 20tarInQO0&h=AT0V62ETlKD0PJFcX2CBMY
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raise sheep for wool, mostly for trade _fFuMcQ6z1mZDM4m6sB5pTBOqY8QTB7Mq
with dwarves, grazing them in the high NtsOhs5f56x34Qs7eoJJ0rZmB67qV3i5H4-
meadows above dwarven kingdoms. biHtPOf5Zk&__tn__=%2CmH-
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Elfling Forest Gardens 2iAI6uF3A9-LHdTO6JTmMe4nnp0Dk6hq-
Although typically more common O0Bt1TK1vo1kCBcEpb-Q2LbI1TI1aS-
among elves, some Elflings have taken 2JkpGzIc4xTQAAT2Cb8SEstUT4wR8JtIQi8SQ
n51VN8dj7fEJGowVru1a1uAfdHZ9fE
it up forest gardening as well as a low-
work means to produce a plethora of George Gordon: It's a good idea. This
foods, and even attract animals to hunt is one way some nuts were grown.
or for the stew pots. In general Elflings Hazelnuts are fairly short almost tall
are much more into orchards, coppicing, shrubs, Growing hazelnuts in protective
& pollarding, and developing strata of groves under taller trees works well. On
p,lants from shrubs and smaller the flip side, many of the shorter nut
undergrowth to mid and higher range trees attract both deer and squirrels like
trees is merely an extension of these mad. Taller nut trees, like hickory, have
practices. much larger yields and thus attract all
<<Dwarf notes: I had planned to flesh this kinds of wild animals when dropping
out before print. Whoops! Therefore leaving nuts.
this in as raw notes. You will find wild boar, domestic swine,
nut trees, fruit trees, berry bushes & deer, squirrels, many nut eating birds,
shubbery, vines, medicinal plants, etc. Plants
and just about anything else that eats
that grow the potent pipeweed leafs also
used for stalks for cordage & canvas, seeds nuts under the trees during harvest
used for lacquers & cooking oils, leaves season. Smaller trees and shrubs are
often chewed green or dried & smoked, and protected from birds and deer by nets.
the flowers often made into teas. Clothing Not much will protect nut trees of any
made from various plants in the rose family size from squirrels.
or fibers from tree barks, all providing
different textures, colors, and uses. D.M. Zwerg: (responding to George)
which is why Dwarflings hunt squirrels,
Raise goats and ponies for drayage, and raccoon, and such (especially squirrels)
sometimes cross with burritos to get mules
at night. Elflings would be protecting
or jennies. Due to extensive utilization of
forest gardening fewer Elflings raise pigs as
the groves during the day.
do Harefeet halflings. One of the most likely
to have Guard Geese (Harefeet also utilize
guard geese), and more likely to raise ducks
>>

ARGH magazine 10 Halfling Agriculture


Dwarfling Fields & Meadows Common Halfling Tofts & Dairies
Dwarflings trade with and work for <<dairy cattle, oxen, and pack goats,
dwarves. This shapes everything from using goat hair and leather for clothing
their clothing and tools to professions, besides linens and various other fibers
and, of course, the types of agriculture >> Into gardening in a large way. Land
they practice. above their burrows used as grazing land
for cattle, in front are croft gardens. Fruit
<<Dwarf notes: again, in these sections
marked with “<<>>” I had planned to flesh trees and fruiting hedges used to separate
this out before print, but needed to publish, properties. Practice multi-crop
and thus left them as aw notes. horticulture. Also grow standard
raise burritos for drayage, but also tend pipeweed on boarders and utilize lands
to utilize more mechanical methods of surrounding the Tything hill.
harvest including much more extensive <<Dwarf notes: yep, here again.
water power than other halflings. May most likely grow flax, hops, and stinging
work terrain plots to grow ryes & nettles for fibers for cordage & cloth, as
barleys, and are the only halflings well as for oils and for flavoring ales &
willing to handle sheep. Grow more root beers. Hops often sold to dwarves and
crops than many other halflings, but humans.
much less cordage crops if any. A few
raise goats as well, for milk, specialty Cattle mean dairy, and thus most
cheeses, and soap, and occasionally for families have at least one milk cow or a
drayage, but most just trade with yoke of small oxen. May raise pigs. As
Elflings & Harefeet for such products as many communities raise sheep they are
dwarven metal products trade for high very likely to have dogs. Will work with
returns. >> neighboring Elflings if necessary to
wash sheep before pulling or shearing
Some tend to prefer root crops to other the wool. >>
farming, such as leeks & lumpers,
carrots & cabbages. The last may seem
odd until you find they have buried puts Dwarf final note on Halfling
of it on the ground. Agriculture: I feel bad about not
finishing this section as I had a lot of
[Dwarflings] engage in hunting rabbits, ideas and really wanted to make this a
raccoon, squirrels, deer, and foxes more solid halfling-centric issue, but getting
than their neighbors. Many also raise into side ideas like agriculture, armor,
poultry, especially chickens. and boulder damages are part of what
delayed this issue so badly. I will try in
the future to include more finished
articles even if just expressing raw ideas
like this one. Part of it being Unofficial
& Unsanctioned is that it is optional
opinions on matters, so I hope this at
least helps give players & GMs ideas.

ARGH magazine 11 Halfling Agriculture


Brass Ring: see Halfling Coin Armor.
Assayed Equipment
At ARGH we try to research individual Leather: included because gloves,
pieces of equipment to determine the boots, & leather hats give some
actual weights, external dimensions, and protection, and thick but supple
carrying capacities of the objects and leather may be used to protect
from there theorize on their use in vulnerable areas. This includes
medieval settings. In this section we leather Jerkins and Buff Coats.
look at various pieces of equipment a bit Cuir Boulli: used as armor by ancient
more in depth, and often in a different people and for protection such as
way, than presented in the HM4e PHB, archer’s bracers, greaves, aventails,
as well as alternative equipment gorgets, and some halflings may
available if not used for the same or wear a full cuirass of this thick, stiff,
similar purposes in medieval settings. hardened (aka “boiled”) leather. It is
hardened by heating it in water or oil
such that it contracts and often
Halfling Armor & Other thickens as well as gets tougher.
Equipment Some methods utilize glued as well
By D.M.Zwerg w. George Gordon to it even thinker and harder.

In HM4e, Halflings have Strength of 6- Lamellar/Scale: small pieces


17, they should actually be slightly of“boiled” leather or thick rawhide
stronger than humans on average (11.5 laminated with other materials such
rather than 10.5 statistically). Therefore as such as metal, cloth, bone, wood,
given their surface area is 1/4th that of a or even ceramics and made into
human their armor would normally lames or scales. The main difference
weigh 1/4 as much, but since they are at being how they are attached to one
least as strong (on average) they could another and whether they can be
actually wear thicker armor and get “lifted”. Often lacquered and may
away with it. also be painted (ornate).
Robes & heavy garments: requires a
Armors from H&H RBI PB cloak worn over other clothing.
There are a number of armors Splint: metal rods attached to a cloth or
associated with halflings that other races leather base. It is included only
also use, and many are covered in the because halfling Cook Kettle Armor
Heroes & Henchmen Really Basic Intro uses ladles attached like splint it for
Player Book and thus may or may not be leg protection, and halflings may add
covered in any depth here, including: splint bracers and/or greaves to their
Aketon & Gambeson: padded cloth “suit” of armor for added protection
armors worn usually under heavier without negatively affecting thieving
armors. Many poorer halflings may abilities (aka, if used as bracers or
wear only gambesons. greaves it counts as “studded leather”
or “ring mail”).

ARGH magazine 12Halfling Armor & Other Equipment


Leather Armor & Pieces to the arming doublet to provide
By D.M.Zwerg w. George Gordon maximum protection and still retain as
One concept that appeals to me is much mobility as possible. It should be
halflings, as goat & cattle herders that noted that even in the era of Maximilian
make cheeses, having “excess” leather plate armor many knights would wear
and being one of the few races to utilize three-quarters or even only half-plate
leather-based armors. Therefore this when mobility on foot was needed and
article will delve into various types of often went with sallet helmets & bevors
leather armor used by Halflings whether rather than more enclosed helms as this
it is a result of all the dairy farming or allowed for maximum movement,
them just being “into leather”. air/breathing, sight, and even hearing
with adequate protection.
Full Suits vs Partial Armor: often So, what does all this have to do with
the most vital areas are covered in halflings and their propensity for being
thicker and sometimes more rigid armor “into leather”? Part is that some halflings
that technically renders that area a better have a closer association with dwarves
AC than other areas less well protected. than most other races and may have
For example, the front breastplate or a exposure to dwarven arms & armor, and
cuirass (or even most suits) is often up to thus reproduce the metal items in leather,
50%-100% thicker than the back or sides and that halflings believe in wearing
even with metal armors, and with boiled vests with pockets and dressing in
leather it is common to double or triple layers. Thus they may well have boiled
later the front gluing the layers together, leather (cuir bouilli) pieces of what
and such reinforcement can make the would be common in later plate armors
front AC 7 even if cuir bouilli in regards added to whatever they are wearing, and
to called shots & crits. These areas that also be much more into wearing leather
are better protected help balance out the coats of various cuts besides padded
rest of the suit that may have “weak linen gambesons & aketons.
points” or no coverage at all, particularly
if the wearer is also using a large shield. Halfling “Suits” of Armor: before
Look at Roman imperial-era banded delving into partial armor & pieces we
armor lorica segmentata and how much will first examine a few “suits” (but
of the arms, hands, and legs had virtually usually not “full suits” of armor typically
no armor whatsoever yet with the worn by halflings.
scutum and imperial helmet (with cheek
Buff Coats - Wealthy halflings seek
protections and a back swoop that covers
to show off their wealth, but in less
like an aventail) the protection was
ostentatious ways than other races.
largely sufficient versus spears, slings,
Thus in choosing armor the most
arrows, and the like providing protection
wealthy of halflings opt for a cuirass
equivalent or better than lorica hamata
and a buff coat. A buff coat is an oil-
(chain/maille) and thus our definition of
tanned leather coat made from thick ox
banded armor. Even later era plate
hide or even buffalo or, rarely, beast
armors often included articulated bands,
hide such as that from a crocodile,
such as faulds, or mail gussets attached

ARGH magazine 13 Leather Armor & Pieces


worn over thick woolen clothing or a sometimes reinforced with a bisecting
padded linen aketon to provide good bar, are sewn to the outside of the
resistance against crushing weapons garment. Because the rings are not
and even sling bullets and
some layered protection Halfling Armors: Costs & Weights
against sword cuts & thrusts Halfling
from rapiers or even Armors (areas) Cost Wgt AC
broadswords. A variation is a “Full” Suits
vest of thicker ram’s or billy- Aketon (arms-torso-thighs) 1 gp 1 8
goat rawhide with the fleece Brass Ring/Coin Armor 48 gp 7 ½ 7
turned in that only protects Buff Coat (neck to wrists/knees) 4 sp 2 8
the torso. Despite being Cook’s Kettle Armor gp
relatively soft hide the Gambeson (arms-torso-thighs) 4 sp 2 ½ 7
layering provides protection
Jerkin/Jack 7 sp 1 ¼ 8
equivalent or better than
Robes & heavy garments varies varies 9
hardened cuir bouilli The
type and patterns of hide are Soft Leather Items & Armor Bases
an indicator of the halfling’s Boots, soft (toes to knee) 0.50 9
wealth and position in Gaiters (ankle to knee) 3 cp 9
society. Gloves (fingers to lower arm) 3 cp 0.13 9
Coin Armor - One of the Leather ties 9
most common, especially in Musketeer/Cavalier Boots 6 sp 0.50 9
areas where brass has trade Turn shoes, soft (toes to ankle)
value, would be brass ring or Hardened Leather Items
“coinage” armor. By sewing Bracers 3 cp 8
the brass rings on padded w. Splint 1 gp 4
armor or leather overcoats Boots, high hard 2 gp 0.63 8
merchants always have
Cowter (elbow cop) 2 sp
“trade goods” on them at no
Cuirass 9 sp 1.61 7
“extra” weight as well as
armor. Often sewn on Cuisses 6 cp
jerkins, or vests, but at times Culet 1 sp
on leg & arm pieces. Faulds 2 sp
Halfling practicality at its Gauntlets 5 cp 8
best. Greaves 5 cp
w. Splint 2 gp 4
Goods & Gear p. 91: “Ring
Leather Straps/Belt 2 sp 0.13 8
mail is similar to bezainted
armor in that it incorporates Poleyn (knee) 1 sp
tiny pieces of metal fastened Sabatons (feet) 3 sp 8
to an underlying suit of Saddle, Riding 6 gp 6.25 8
armor (usually something Saddle Bags, small hardened 3 gp 5 8
similar to leather). Tiny
Spats
metal rings of varying sizes,
Tasset 1 sp

ARGH magazine 14 Leather Armor & Pieces


looped together, as in the production of shoes, they provide some protection to
chainmail, it does not take a skilled the lower leg.
armorer to produce ring mail. The
advantage of this is that any tailor can Gloves – doe or kid gloves are
manufacture the armor if he is provided common among both gentlemen and
with the metal rings.” thieves. The former for style, the latter
Thus halfling “coin armor” is popular as some protection vs needle traps.
with halfling merchants, and is often Musketeer/Cavalier Boots – high
worn under a cloak or vest. Some boots with hard soles and softer uppers
halfling cooks prefer it as an under that are often turned down just below
layer for their “kettle armor” halflings the knee, they may include boiled
seek to show off their wealth, but in leather spats to shield the top of the
less ostentatious ways. foot & ankle from damage.
Cook’s Kettle Armor: (see next Hard Leather Items: unlike soft
article for details). leather, boiled or hardened leather
Leather Jerkin/Jack: worn by items are intended to protect what
Thugs, huntsmen, and some soldiers, they cover from damage (base AC 8).
often under other armor. Halfling Although full suits of armor are rare,
version of a human or elven doublet as certain pieces were very common.
halflings are “more into” leather (and Bracers – archers have used shaped
generally have more on hand than & hardened, or at least reinforced if
other races). not layered, leather bracers on their
Soft Leather Items: soft leather inner forearm(s) from the bow string
counts as garments for 1 pt armor for centuries. These are often extended
protection (base AC 9). to wrap the entire forearm to protect
the area(s) as armor. The most
Boots, soft – from turn shoes to thigh common reinforcement is bone or
boots, these soft-soled footwear would metal bars creating splint armor.
generally be worn with wooden patyns
or cloggs outdoors to keep them out of Boots, high hard – made from at
the muck much like modern galoshes. least partial boiled, these hard-soled
side-laced boots generally extend at
Cuisse – thigh armor that is strapped least up to the knee if not to the thigh
or buckled to the upper legs. Soft or and jackboot styles often turn down
even hardened leather cuisse are often just below the knee or be shaped to
used as a base for expanding brass ring cover the knee in front but not back.
armor into a “full” suit. Generally left soft or softened around
ankle and parts of the foot to allow
Gaiters – soft or rawhide leather
articulation and thus require spats for
intended to cover the top of foot and
consistent AC 8 coverage.
ankle all the way up to the knee.
Although intended to protect woolen Cowter – the most basic form are
socks while wearing lower boots or hardened leather armor “cups”

ARGH magazine 15 Leather Armor & Pieces


strapped over the Armor Hit Location Coverage (pieces) Soft Hard
elbows, but the Location Pieces ( blue included in articles ) Boots Greaves
more advanced and Foot & Toe(s) Sabatons (AC 8) (9*) 8*
costly version form Ankle
Foot Sabatons (AC 8) (9*) 8*!
fit around the arm Ankle Sabatons (AC 8) [(9*)] [8*!?]
and protect gap Lower Shin Greaves (AC 7-8) [9*] [7-8*]
between bracers and Leg
Calf Greaves (AC 7-8) [9*] [7-8*]
upper sleeves. If Knee Poleyn (AC 8) [9*] (7-8*?)
fashioned integral Ham- string Tasset (AC 8)
with bracers they Thigh Tasset (AC 8)
are called Hip Faulds (AC 8)
vambraces. Groin (male) Gusset (chain AC 5)
Generally worn Buttock Culet (AC 8)
along with bracers. Abdomen Faulds (AC 8)
Back lower Culet (AC 8)
Cuirass –
Side lower Culet & Faulds (AC 8)
combination of clam
shell backplate and upper Cuirass (AC 7-8)
Chest Cuirass (AC 7-8)
breastplate, that can
Back mid/upp Cuirass (AC 7-8) Glove Bracers
be metal or cuir
Arm upper Spauldrem? or Rerebrace (bassart)
bouilli.
Elbow Cowter (or Vambrace) 9? (8*?)
Cuisse – armor Fore- arm Bracer (or Vambrace AC 7-9) 9 [7-8*]
strapped or buckled Wrist Bracer? (AC 7-9) or Gauntlet (AC 8-9) 9 [8*?]
to the thigh. Can be Hand Gauntlet (AC 8-9) 9 8*
padded armor (like Palm (usually glove AC 9 or bare) 9 ?
gambeson) or rigid Finger (maybe gauntlet, glove, or bare) 9 8*
(like greaves). Armpit Gusset or Pauldron & Gardbrace (front)
Shoul- side Spaulder or Pauldron
Culet – the rear der
top Pauldron or Bishop’s Mantle
equivalent of faulds Neck front Gorget or Bevor (or chain aventail)
to protect the small back Gorget or Aventail or Sallet helmet
of the back and/or Face lower Bevor
butt as a single piece upper Visor/Helmet
or lames. Head low/upp Helmet, or with cheek guards
Faulds – horizontal top Helmet or skull cap
lames or bands of Notes: Footware (boots to greaves) Hands & Lower Arms
armor attached Soft (shoes, etc) Hard Hard (bracers, etc)
below a cuirass to [ ] - gaiters [ ] - greaves [ ] - bracers
protect the abdomen ( ) - turn shoe ( ) - poyleyn ( ) - cowter
and hips that are * - boots, soft * - boot * - guantlets
articulated to slide ? - potential or partial coverage (often front only). Joints tend to need
together. This to be flexible thus rigid protection like vambraces and greaves with
knee protection tend to protect the front. Added pieces like spats,
enables the wearer cowters, and poleyns can be one solid piece attached on outside
Or articulated like sabatons.

ARGH magazine 16 Leather Armor & Pieces


to bend over. Spats - one-piece leather shoe &
ankle protection from mud or blows,
Gauntlets – heavier gloves made of
they strap on atop the foot attaching
boiled leather in areas atop more
under the arch and are laced or
subtle leather gloves, these are
buttoned on one side so as to cover the
commonly worn by crow trainers.
top of the foot and possibly the heel as
Greaves – basically armor “bracers” well as the ankle. Even unshod
for the lower leg (shin & calf) some halflings may wear spats in combat,
may extend to cover kneecap as well albeit soft leather, but they are
and be reinforced with bone or metal generally worn over hard-sole boots
bars (splint armor). Reinforced greaves (such as jackboots, or with wooden
may utilize only soft leather, but patyns.
included here as hardened leather is
Tasset – hardened leather plates that
more common for halflings, even
attach to & hang below a cuirass or the
those that go unshod.
faulds to help protect the upper thighs,
Poleyn - knee armor that covers the they are often reinforced with metal or
gap between greaves and cuisse (thigh bone strips. This can be redundant
armor). Much like cowters do for the when wearing a buff coat.
arm and may be integrated into
Turn shoe – a soft leather shoe with
greaves. Leather poleyn are popular
soft leather sole that is sewn inside-out
among halfling cavalry, especially
then “turned” right-side out. These or
those wearing brass ring armor.
soft boots are often worn under
Saddle, Riding – it might be strange sabatons.
to consider a saddle as “armor”, but as
they tend to be wood frames covered
with both soft and boiled leather, and
possibly with additional padding
between layers, they do help protect
the horse & rider from some blows.
Saddle Bags – generally made from
hardened (aka, boiled) leather to keep
there shape, leather saddle bags work
like leather armor and may well “take
a bolt” meant for the animal.
Sabatons – rigid articulated foot
covers generally worn over boots to
protect the foot & ankle, from heel to
toe, except the sole of the foot.
Generally worn with and attached to
greaves.

ARGH magazine 17 Leather Armor & Pieces


Cook’s Kettle Halfling Cook’s Kettle Armor Map
Armor Armor Class
%
By D.M.Zwerg,
Location Cover Cover (or Base) Base “Kettle” Weight Cost
with Jeff Hric
Foot 1.4 (none) n/a
It may seem odd to Ankle 0.8 (padded) 8
include entries on Lower Shin 7.4 Laddle & Skewers 7 4 2.15 86 sp
containers and capacity Leg
Calf 0.5 Greaves, leather 7 0.26 12 sp
in an article on armor, Knee 0.2 Laddle cup (pair) 8 4 (shin)
but that’s halflings for Thigh front 7.8 (padded) 8
you! Hamstring 1.9 (padded) 8
Hip 3.3 Copper mug 8 7 0.50 2 sp
Notes on the table:
HM4e states that not Tankard, copper 0.50 2 sp
wearing a helmet does “ “ engraved 0.50 100 sp
Groin (male) 0.3 (padded) 8
NOT count against AC
Buttock 0.7 Grate & Pole Set 8 3 8.50 76 sp
(unless wearing full
Back lower 0.5 Grate & Pole Set 8 3 (butt)
plate armor), therefore
we marked in green the mid/upp 0.4 Sizzler Pan 7 3 6.00 ? sp
Side lower 4.5 (cuirass, leather) 7
various areas that do
also should not count upper 0.3 (cuirass, leather) 7
against overall AC sans Abdomen 0.9 Wok (steel) 7 2
wearing full plate. Items lower 1.3 (padded) 8
Chest 4.1 Wok (steel) 7 2 3.00 100 sp
included in the “Kettle”
list below are marked in Cuirass, leather 7 2.50 60 sp
Arm upper 5.4 (padded) 8
blue in the table. Italics
Elbow 1.9 (padded) 8
indicates repeated items.
Forearm 6.3 Spoons, measure 7 6 0.30 16 sp
Each entry will have Grill Chain (3 ft) 7 5 0.50 5 sp
data (or be missing data) inner 5.3 Bracer, leather 7 0.25 3 sp
on the following: Wrist 1.4 (padded) 8
Weight – usually Hand 0.7 (none) n/a
expressed in pounds Palm 0.3 (none) n/a
or, is very small, Finger 1.4 (none) n/a
ounces (wright) or Armpit 3.2 (padded) 8
possibly even grains. Shoul- side 9.6 Padded (suit of) 8 2.50 40 sp
der
top 19.2 (padded) 7
Capacity - generally Neck 2.7 (padded) 8
including weight in Face lower 1.0 (none) n/a
pounds as well as upper 1.0 (none) n/a
volume in dry Head lower 3.0 (padded) 8
gallons. For smaller upper 0.5 Cauldron Helm 8 2 ? sp
containers weight is top 0.8 Cauldron Helm 8 2
often expressed in
ounces (oz wgt) and Totals = 6.35 27 40 gp

ARGH magazine 18 Cook’s Kettle Armor


volume may be expressed in cups, joints.
ounces (oz vol), pints, or even
6.5” skillet (1.9 pounds cast iron, but
teaspoons. [Dwarf note: Just FYI,
cast iron is fragile)
there are 6 teaspoons per ounce
(volume), 16 ounces in a pint, and 8 A 14” hammered steel wok (16 gauge?)
pints in a gallon] weighs about 3.3 pounds per Amazon.
Since a 14” hemisphere has 307.876 sq.
Size - expressed in inches, usually
in. surface we estimated that a 6” deep
Length x Width x Height. Inches
steel wok would be 265.896 sq.in and
“round” indicates diameter.
have a radius of 6.928 which fits in line
Saves as: what saving throw to use. with the 14” hammered steel actually
Most in this article will be “cloth”, or being 13.78” diameter & 5.91 inches
“thin rope”. deep. Scaling it down to 7” diameter we
get about 76.969 sq.in. Surface area for
Cost: for now sticking with the HM4e
the hemisphere and about 66 sq.in. After
standard of 1 gp = 10 sp = 100 cp
we remove 10.996 for the ½ inch less
thus in calculating costs of leather
depth. Thus at 3.3 pounds * 66 / 265.586
pieces I used an arcane ratio using the
we get 0.82 pounds or 13.12 ounces. If
prices of studded leather, chain, and
the design has loop-handles on both
plate mail then utilized prices for
sides then it can be strapped on as a
metal versions in Goods & Gear to
“makeshift” breastplate, probably atop
create an appropriate ratio.
cuir bouli or brass ring armor (cuir bouli
Given halflings are at least as strong as would help distribute impacts better as
humans on average, their cooks could well as more likely to put weight on the
potentially get away with utilizing a hips rather than on the shoulders).
collection of pots and pans as makeshift
<<cast iron skillet or grill grate on back,
armor that weighs roughly as much as a
possibly crossed with spit as backpack.
suit of human armor and get away with it
Some metal cups & bowls as pauldrons,
yet still have just as much encumbrance
possibly enameled>>
weight free for supplies and thus carry a
full backpack of food supplies and not Also note that depending on how much
have to "waste" much extra weight on metal protection the halfing goes for,
cooking supplies as they are using it for particularly in regards to shin & hip
armor. pieces and especially back armor, and in
particular metal poles used as pack
Therefore, unlike most races, halfling
frames & metal grills, means the
cooks would tend to wear a basic padded
character is clanking a lot as the metal
or even leather armor with “extra strap
on metal strikes and bumps around.
points” and belts to allow the fastening
Careful wrapping & binding using twine
of cooking utensils like pans and skillets
& cordage between metal pieces can
to augment their armor. Boiled leather
muffle the noise a bit.
may act as the foundation for
breastplates & greaves whereas padding In regards to prices: some costs are
or brass ring armor may protect the listed in red. In these cases I just used $1

ARGH magazine 19 Cook’s Kettle Armor


as 1 sp for item costs. Will survey to see (used “Copper German Beer Stein -
if the prices work after publication. Handcrafted Copper Antique Large Beer
Stein Mug by Alchemade” as listing
Tankards (metal) – metal mugs used provided weight & size)
for drinking. The lighter versions tend to Weight: ½ pound (8 oz wgt)
be beaten or wrought (copper, tin, etc) Capacity: 1 ¼ pint (20 oz)
whereas the heavier & more decorative Size: 5” tall, 4 ¼” wide bottom
ones are typically cast (pewter, bronze). Saves as:
Jeff Hric mentioned: Metal drinking Cost: 1 gp (based on 5x price of
Beaten Copper tankard)
flasks as side pieces (to carry cooking
sherry or other flavored liquors) Engraved Silver – silver version of
Saves as: thin metal
the engraved copper tankard. If
Content Protection: beaten versions hurled use the “empty” entry if full
rarely have lids, but cast ones might. and reduce damage if empty. (used
“Alchemade Antique Beer Stein, 20 oz,
Beaten Copper – thin-walled copper Silver” as listing provided weight & size)
inappropriate for use as a “hurled Weight: 0.8 pounds (13 oz wgt)
tankard”. (used “German Style Black Capacity: 1 ¼ pint (20 oz)
Hammered Copper Beer Stein - 100% Pure Size: 5” tall, 4 ¼” wide bottom
Heavy Gauge Copper Beer Mug” as listing
Saves as: thin metal
provided weight & size)
Cost: 2 gp (based on 1sp for
Weight: ½ pound (8 oz wgt) pewter & 13sp for silver
Capacity: 1 pint? mug from Table 12-4H on
Size: 3 ¾” x 5” x 3 ½” p.248 of Goods & Gear)
Saves as: thin metal Pewter, light – still a tad light for use
Cost: 2 sp (based on 1sp for
pewter & 13sp for silver
as a “hurled tankard”. (used
“Wentworth Pewter Celtic circle 1 Pint
mug from Table 12-4H on
Pewter tankard” as listing provided weight
p.248 of Goods & Gear)
& size)
Tin Cup – a “hurled tankard. (used “ as Weight: ¾ pound (11.7 oz wgt)
listing provided weight & size)
Capacity: 1 pint (16 oz vol)
Weight: Size: 5 ½” tall, 4 ¼” round
Capacity: + ½” width for handle
Size: Saves as: thin metal
Saves as: thin metal Cost: 1sp (based on 1sp for
Cost: ??? (based on 1sp for pewter mug p.248 of Goods
pewter & 13sp for silver & Gear)
mug from Table 12-4H on
p.248 of Goods & Gear) Flask, metal – raised metal welded at
seems to make a pint flask. Somewhat
Engraved Copper – etched and/or anachronistic.
engraved with decorations covering
the entire surface, it is presumably a Saves as: thin metal
thinker and fancier version of the Content Protection: sealed against
moisture and most spells (on saves)
beaten copper tankard, but is a tad
light for use as a “hurled tankard”. Hip flask, copper – beaten & soldered

ARGH magazine 20 Cook’s Kettle Armor


copper flask with screw cap. (used Weight: 32 pounds
“STREET CRAFT Copper Hand Hammered 8 Capacity:
Ounce Hip Flask” as listing provided weight, Size: 6 ½” round & 1½” tall
size, & volume) Saves as: stone?
Weight: < ½ pound (7 oz wgt) Cost:
Capacity: 1 cup (8 oz) Sizzler Pan (cast iron) – a pan with two
Size: 5 ½” T, 2 ½” W, 1.1” thick loop handles on the long side, this pan is
Saves as: thin metal nearly ideal for medium or larger halflings
Cost: looking to wear a cast iron pan as “back
Gary Con hip flask – very armor”.
anachronistic stainless steel flask with Weight: 6 pounds (with wood tray)
screw cap, we felt it had to be included Capacity:
as we used the official Gary Con one Size: 12” x 6 ¼” x 1 ¼” deep
purchased a couple years ago to verify Saves as: stone?
the volume, dimensions, etc, and it is Cost:
the one used to determine how fast a Dutch Oven & Fry Pan Set (cast iron)
potion could be quaffed from a metal – halflings are obsessed with the latest
flask. kitchen doodads, so when some
Weight: ¼ pound (4 oz wgt) gnomes came around selling “the most
Capacity: 1 cup (8 oz) economical camp kit ever” halfling
Size: 5 ¾” T, 3 ¾” W, 1” thick cooks jumped all over the sales pitch,
Saves as: thin metal particularly the concept of a 2-piece
Cost: Dutch-oven (kettle) with detanchable
Iron pots – cauldrons & pots are frying pan that triples as a waterproof
usually made of cast iron, but halflings metal backpack. The dutch oven has a
cooks prefer thinner raised steel for two-loop handls plus a “hinge” for the
armor as it is less likely to crack if not skillet lid to hold it tight to the cook’s
shatter upon the first blow. Some back. (Based on the Homgeek “2-In-1 Multi
Cooker - 3-Quart Dutch Oven and Skillet Lid”)
halfling cooks are so in love with cast
iron frying pans that they carry them Weight: 5 pounds
strapped behind their backs, sometimes Capacity: 3 quart
under a metal grate for a bit of added Size: 10 ½” round x 4 ½” deep
with 6” handle & loop
protection. In general the size of the pots
Saves as: stone?
used will depend on the size, and Cost: 2 gp
portliness, of the halfling cook.
Wok “Breastplate” (raised steel) –
Saves as: metal (or stone?) hammered from steel, the “wok” or
Content Protection: pots with lids may “saute”-style” pans provide maximum
protect vs spells, but do not stop spillage protection, can take a few blows, and still
Frying Pan, Two-egg (cast iron) – a be sufficiently solid to cook soup for
bit on the small side, being only large supper. Basically larger versions of their
enough to fry maybe two eggs at a time, saute pans, but with added “feet” and loop
this is about the smallest such “back plate” handles cured to help deflect flows from
a halfling cook might wear. hitting their necks. Made form 16-gauge to

ARGH magazine 21 Cook’s Kettle Armor


11-gauge steel. mug from Table 12-4H on
p.248 of Goods & Gear)
Weight: 1 ½ – 3 pounds
Capacity: Ladles & Spoons – used for stirring,
Size: 7”-9 ½” round & 1 ½” measuring, serving, drinking, or even
deep with two 1-2” loop handles eating.
Saves as: metal
Cost: 1 gp Ladle – large metal versions used for
stirring and serving up soups and
Small Cast Iron Cauldron, footed - pottages. Can also be used to scoop
Weight: 35½ pounds ale, beer, soup, water, etc, to taste test
Capacity: 5 gallon ordrink from larger vessels like pots,
Size: 17” round & 10” tall vats, or even wells.
Saves as: stone?
Cost: Weight: 1 ¼#
Capacity: 1+ cups?
Metal Mugs – metal mugs used for Size: 15 ½” long, 4” cup
drinking. The lighter versions tend to be Saves as: thin metal
beaten or wrought (copper, tin, etc) Cost: 29 sp
whereas the heavier & more decorative Silver Measuring Spoons - made
ones are typically cast (pewter, bronze). from silver to decrease reacting with
Saves as: thin metal certain components, measuring spoons
Content Protection: beaten versions come in a variety of sized. Jeff Hric
rarely have lids, but cast ones might. mentioned halflings utilizing
Beaten Copper – thin-walled copper measuring spoons as a form of splint
inappropriate for use as a “hurled for weight I used a set of four pewter
tankard”. (used “German Style Black spoons (Crosby & Taylor Fleur de Lys) that
Hammered Copper Beer Stein - 100% Pure put the set at 4 ounces then converted
Heavy Gauge Copper Beer Mug” as listing to grains and used teaspoon as the
provided weight & size) baseline (1 ounce weight). I then used
Weight: ½ pound (8 oz wgt) 1 lb of silver = 1gp from HJfor4e#4
Capacity: 1 pint? multiplied by 4 to estimate cost of a
Size: 3 ¾” x 5” x 3 ½” silver tablespoon, then used 2x silver
Saves as: thin metal cost +17 cp roughly for each. As made
Cost: 2 sp (based on 1sp for from silver they would suffer a -2 AC
pewter & 13sp for silver adjustment thus AC 6 at best.
mug from Table 12-4H on
p.248 of Goods & Gear) Item Wgt Cost
Half-scruple (10 gr) 165 gr 21 cp
Tin Cup – a “hurled tankard. (used “ as
Scruple (20 gr) 220 gr 23 cp
listing provided weight & size)
Pennyweight (24 gr) 250 gr 24 cp
Weight: Drachma (60 gr) 330 gr 26 cp
Capacity: Teaspoon (80 gr) 440 gr 28 cp
Size: Tablespoon (240 gr) 660 gr 34 cp
Saves as: thin metal Full set 4.72 oz 156 cp
Cost: ??? (based on 1sp for
pewter & 13sp for silver

ARGH magazine 22 Cook’s Kettle Armor


Skewers & Grates – to hold pots, early medieval tech, particularly the
pans, and meat up out of the fire, “wound” system for hanging hooks off
halfling cooks are big into having the of poles (aka, a circle of metal that
latest and the greatest iron gadgets. One stays in place due to gravity yet slips
point is that many of the stands are as on and off). Included “as is” even
tall if not taller than the typical halfling though NOT cast nor wrought iron.
thus, if using them as pack frames, they Weight: 8 ½#
are not going to move through Capacity: 15+ pounds
undergrowth at all with poles sticking up Size: 13” round grill plus
well above their heads (A-frame packs 16”-25” poles & doodads
should not extend below the knees, so Saves as: metal, wood handles
the rest is up). If using wooden poles for Cost: 76 sp
stands they could be rigged with a Grill Swing Set – this 30+ inch high
blanket or tarp as a litter (or stretcher) A-frame is the “ultimate” halfling
carried between two halflings or even cook camping gear. Includes poles,
dragged behind as a travois. Note that hooks, and converts into 1-2 metal
people carrying stretchers for long backpack A-frames of a combined
distances generally use tumplines to put weight of 28 pounds including all 7
the weight on the shoulders & hips hooks, chains, and suspended grill
rather than one’s arms, but doing so surface. Can be used by small halfling
makes it harder to drop in combat. children as a swing set when not in use
Grate, simple – I found a listing for for cooking. Perfect for hanging
porcelain coated cast iron grates that cauldrons & Dutch Ovens, or
were 17”x9.5” (three pack) indicated haunches of meat. (Based on the Bruntmor
as 9.37# for a set of 3. As “armor” the Grill Swing Campfire Cooking Stand)
stand should be wrought iron which is Weight: 28#
6.5%-8% heavier than cast iron for the Capacity: 15+ pounds per hook?
same volume, thus estimated weight. Size: 42” long poles?
Saves as: metal
Weight: 3 1/2# for wrought iron Cost: 174 sp
Capacity: 15+ pounds
Size: 17” x 9½” Skewers, wrought iron – you would
Saves as: metal think a simple wrought iron skewer
Cost: 20 sp would be the easiest thing to find. No
Grate, swinging w. pole stand – I such luck, so I used a fireplace poker
found a set with a 47” pole that is (26”x0.3”) as a base then halved the
tapped & threaded to two 24” sections thickness in each dimension, then used
and had doodads like a longer hook 490#/cu.ft. For a “sanity check”.
with handle and a shorter hook w. Weight: 0.9# for 4-8
handle to the 13” round grill “plate” Capacity: varies
(namely the OKL Adjustable Swivel Campfire Size: 13”- 26”
Grill Grate). Although somewhat Saves as: thin metal
anachronistic most of it is not beyond Cost: 28 sp

ARGH magazine 23 Cook’s Kettle Armor


Tripod stand – one of the oldest and Other Halfling Containers
simplest methods to suspend a pot By D.M.Zwerg
over a fire is a tripod stand. They tend Just a few more containers to consider.
to be longer to help keep the legs out
of the campfire (up to 45 inches), and Bowl, Wooden – small wooden bowl
can be assembled on site or carried can hold about a pint of liquid to rim, or
with. Some may include a crossbar to up to a few pounds of other stuff.
enable use as a pack frame, and a Weight & volume based on relatively
chain with S-hook for holding the thin-walled turned hardwood bowls of
pot.. (Based on steel Stansport Cast Iron modern manufacture.
Camping Tripod for Outdoor Campfire Weight: 0.5-0.8 pounds
Cooking Black) Capacity: 9-17.5 ounces
Weight: 13# (steel) or likely up to 3 pounds
Capacity: Size: 4”-4.25” round,
Size: 41.5 inch poles 2.8”-3.2” tall
Saves as: iron, thick Saves as: thin wood
Cost: 26 sp Cost: 6 cp (varies)

Grill Chain – based on the 3# weight Canteen – wooden keg able to carry
of a 20ft dog lead I found online I set about a quart or so of water or ale.
the weight for 3ft as 0.5#. Goods & These could be done up with one end
Gear had the cost of a dog chain at open (as a large mug) or as a sealed cask
3gp but a Brass Censer (with chain) at with corked bung hole.
1 gp so I put the cost of the chain at 5 Saves as: thin wood
sp. Blame Jeff Hric as he mentioned Content Protection:
using as armor a 10’ length of chain
wrapped around forearm held with S- Keg style – basically the smallest keg
links. made that still has “barrel”
proportions (1 quart capacity). Often
Weight: 0.5# (iron) wood bound (5 cp)
Capacity: 85+ pounds
Size: 3 feet Weight: 1¾ – 2¼ pounds
Saves as: iron Capacity: 1 quart
Cost: 5 sp Size: 6” long, 4.5” round
Saves as: thin wood
Cost: 5 cp or 1 sp
Cheesebox/drum style – looks like a
flat keg or traditional squared-off
round canteen. Could be wood or
metal bound, thus the price
differences. Higher quality could be
made of thinner wood and thus be
lighter and only 2¼” thick.
Weight: 1 ¼ pound
Capacity: 1 quart

ARGH magazine 24 Other Halfling Containers


Size: 7” round, 4” thick Size: 4.4” tall 3.5” round
Saves as: thin wood Saves as: thin wood
Cost: 5 cp or 1 sp Cost: 4-5 cp
Gourd canteen – l found a small one Quart – and even quarts.
on Etsy that included a cork and a Weight: 1¾ – 2¼ pounds
leather strap for carrying, and some Capacity: 1 quart
small waisted one on Amazon, from Size: 6” long, 4.5” round
which I pulled the details. These were Saves as: thin wood
often sealed w. beeswax on the inside. Cost: 5 cp or 1 sp
Weight: 2 oz up to 1¼ pound Pottage Ladle, “wood” – used for
Capacity: 2-3.5 cups to 2-3 quarts stirring & serving food in pots. As
Size: 8”x3” to 12”x4” or larger poorer people carve their own in winter
Saves as: Thin wood
this can be free for lower classes &
Cost: 2+ cp
LMC, wealthier characters must
Gourd Canteens (Using actual dried purchase. They can also be cut from
gourds, can also make cups or bowls; dried gourds.
specific varieties of gourds are best,
dried for 6 months to 2 years, checked Weight: 0.2 pounds
& tapped, remove soft outer layer & Capacity: 1 cup +/-
dry again, make hole on top to fit cork, Size: 10”
scoop out seeds and interior fiberous Saves as: thin wood
material using a curved wand and some Cost: 2 cp
sharp stones, seal interior with hot
beeswax)
Carved /turned wood canteens (turned
or carved wood using beeswax as a
sealant)
Mug/Tankard, Wood – basically
small buckets where the binding hoops
double as attachment points for a handle.
Binding can be wood, metal, lacquered
twine (cordage), or rawhide and the
handle could be wood or cordage.
Having only one end does not save much
on weight due to the handle, they are
almost as fragile as ceramic tankards.
Comes in pints and quarts.
Saves as: thin wood
Content Protection:
Pint – they come in pints!
Weight: 1¼ - 1½ pound
Capacity: 1 pint

ARGH magazine 25 Other Halfling Containers


(The Unexplained Chart) 39 Bat, Giant
For this entry we will use a chart 40 Bat, Huge
submitted by Michael Mars Russell 41 Bat, Night Hunter
42 Bat, Pack
43 Bat, Sinister
HM4e Reincarnation 44 Beaked Terror
Roll 45 Bear, Black
1d1,000 Creature
46 Bear, Cave
1 Aarakian Brood Watcher
47 Bear, Grizzly
2 Aarakian Queen Mother
48 Bear, Poisonous
3 Aarakian Warrior
49 Bear, Polar
4 Aarakian Worker
50 Beaver, Giant
5 Aardvark, Dire
51 Beaver, Great Red Marauding
6 Aardvarkians
52 Bee, Giant Bumblebee
7 Adarupikus
53 Bee, Giant Soldier
8 Alligator, Giant
54 Bee, Giant Worker
9 Ant Hunter
55 Bee, Regular
10 Ant Lion, Giant
56 Beetle, Carnage
11 Ant Men, Enforcer
57 Beetle, Common
12 Ant Men, Queen
58 Beetle, Death Watch
13 Ant Men, Shaman
59 Beetle, Dung
14 Ant Men, Workers
60 Beetle, Flesh-Eating Gargantuan
15 Ant, Giant (Warrior)
61 Beetle, Giant Artillery
16 Ant, Giant (Worker)
62 Beetle, Giant Bombardier
17 Anthraxian
63 Beetle, Giant Boring
18 Ape Shaman
64 Beetle, Giant Fire
19 Ape, Carnivorous
65 Beetle, Giant Rhinoceros
20 Ape, Gorilla
66 Beetle, Giant Stag
21 Ape, Pack
67 Beetle, Giant Water
22 Ape, Shadow
68 Beetle, Predacious Diving
23 Arvanger, Speckled
69 Beetle, Predacious Dungeon
24 Arvanger, Spotted
70 Beetle: Goldbug
25 Augerlisk
71 Behemoth
26 Avianderthal
72 Bird: Collector
27 Baboon
73 Bird: Condor
28 Baboon-Man
74 Bird: Falcon
29 Badger, Common
75 Bird: Flightless
30 Badger, Giant
76 Bird: Flightless, Aquatic
31 Bandy Tailed Fighting Cock
77 Bird: Hawk, Large
32 Barracuda
78 Bird: Standard
33 Basilisk, Burrowing
79 Bird: Swan
34 Basilisk, Dracolisk
80 Bison'vyders
35 Basilisk, Greater
81 Blink Dawg
36 Basilisk, Lesser
82 Blood Hawk
37 Bat, Azmyth
83 Blue Throttle
38 Bat, Common
84 Boar, Giant
ARGH magazine 26 (The Unexplained Chart)
85 Boar, Man 131 Catfish, Giant
86 Boar, Snow 132 Catoblepas
87 Boar, Warthog 133 Cattle, Wild
88 Boar, Wild 134 Cave Chameleon, Large
89 Bone Scavenger 135 Cave Cricket, Carnivorous
90 Boobrie 136 Cave Fisher
91 Boot Mauler 137 Cave Moray
92 Bovinians 138 Centaur
93 Bowler 139 Centaur (cleric)
94 Brain Mite, Carnivorous 140 Centaur (leader)
95 Brain Mole 141 Centaur Ant
96 Brownie, Greater 142 Centaur, Syntaur
97 Brownie, Normal 143 Centaur, Syntaur (leader)
98 Brownie, Quickling 144 Centaur, Syntaur (mage-leader)
99 Buffalo/Bison 145 Centipede, Giant
100 Bugbear 146 Centipede, Huge
101 Bugbear, Greater 147 Centipede, Megalo-
102 Bulette 148 Centipede, Tunnel
103 Bulette, Hammerhead 149 Centipus
104 Bullboon 150 Centisteed
105 Bullfrog, Giant 151 Cerebral Mauler/Marauder
106 Bullfrog, Giant Man-eating 152 Chaos Feeder
107 Bullywug 153 Chimera
108 Bullywug, Advanced 154 Chimera: Gorgimera
109 Butterfly, Steed/Mount 155 Chimera: Mimera
110 Camel, Carrion 156 Chimera: Shymera
111 Camel, Wild 157 Chimney Mites
112 Camp Moth 158 Chimney Sneak
113 Carnagesaur 159 Chimparians
114 Carrion Crawler 160 Cloaker
115 Carrion Crawler, Nine-Tentacled 161 Clubnek
116 Carrion Grub 162 Cockatrice
117 Carrion Pecker 163 Cockatrice: Cryolisk
118 Cat, Great: Cheetah 164 Cockatrice: Polylisk
119 Cat, Great: Common Lion 165 Cockatrice: Pyrolisk
120 Cat, Great: Giant Lynx 166 Cockroach, Carnivorous Giant
121 Cat, Great: Jaguar 167 Cockroach, Cheetah
122 Cat, Great: Leopard 168 Cockroach, Dire
123 Cat, Great: Mountain Lion 169 Cockroach, Hair Lipped
124 Cat, Great: Smilodon 170 Cockroach, Hissing
125 Cat, Great: Snow Leopard 171 Cockroach, Lightning
126 Cat, Great: Spotted Lion 172 Cockroach, Oriental
127 Cat, Great: Wild Tiger 173 Cockroach, Shortwinged
128 Cat, Small: Domestic 174 Confusion Beast
129 Cat, Small: Elven 175 Corby, Dire
130 Cat, Small: Wild 176 Corpse Crab
ARGH magazine 27 (The Unexplained Chart)
177 Corpse Skink 223 Dragonnel
178 Couatl 224 Dralch
179 Crab Man 225 Drowtaur
180 Crane, Dire 226 Dune Stalker
181 Creeper, Purple Howling 227 Dungeon Anemone
182 Creeping Horror 228 Dungeon Cat
183 Cricket, Common 229 Dust Digger
184 Criocamp 230 Dwarf, Derro
185 Crocodile, Giant 231 Dwarf, Duergar
186 Crocodile, Normal 232 Dwarf, Pygmy
187 Crocolisk 233 Eagle, Gargantuan
188 Crop Lurker 234 Eagle, Giant
189 Crouching Hopper 235 Eagle, Wild
190 Crustacean: Crab, Dire 236 Eblis
191 Crustacean: Crab, Giant 237 Eel, Electric
192 Crustacean: Crayfish, Giant 238 Eel, Giant
193 Crustacean: Lobster, Giant 239 Eel, Weed
194 Culvert Fiend 240 Elephant, Club Trunked
195 Cyclops, Common 241 Elephant, Sabre Toothed
196 Cyclops, True 242 Elephant, Small-Eared
197 Dark Folk, Creeper 243 Elephant, Standard
198 Dark Folk, Stalker 244 Elk, Dire
199 Dawg, Rottweiler 245 Elven Pony
200 Dawg, War 246 Elven Wardawg
201 Dawg, Wild 247 Enslaver of the Deep
202 Death Dawg 248 Ettercap
203 Deepspawn 249 Ettin
204 Desmodian 250 Eye, Floating
205 Disenchanter 251 Fairy, Carnivorous, Glitter
206 Displacer Beast 252 Fairy, Carnivorous, Hardcore
207 Dolphin 253 Fairy, Carnivorous, Hunter
208 Donkey 254 Fairy, Carnivorous, Seasoned
209 Doombat, Mortal 255 Fairy, Carnivorous, Wild
210 DoppleEwe 256 Fairy, Gorge
211 Doppleganger 257 Fairy, Standard
212 Doppleganger, Predator 258 Fairy, Water Crested
213 Dopplemeister 259 Felarn
214 Doppler Croc 260 Ferret, Man-Eating
215 Draat 261 Fire Ants
216 Dragon (Roll on Table) 262 Firedrake
217 DragonFaerie 263 Firefly, Dire
218 Dragonfish 264 Fire-Monk
219 Dragonfly, Giant 265 Firenewt, Common
220 DragonHorse 266 Firetoad
221 DragonKomodo 267 Flail Snail
222 Dragonne 268 Flailing Wailer
ARGH magazine 28 (The Unexplained Chart)
269 Fleshpecker 315 Gorphin
270 Fly, Giant Horse- 316 Gouger, Cave
271 Frog, Chain Reaction 317 Gouger, Dark
272 Frog, Giant 318 Gouger, Fanged
273 Frog, Killer 319 Gouger, Great
274 Frog, Poisonous 320 Gremlin
275 Frog, Yellow 321 Gremlin, Galltrit
276 Gar, Giant 322 Griffon
277 Gelatinous Cube 323 Grig
278 Giant Desert Beaver 324 Grimlock
279 Giant, Cloud 325 Grippli
280 Giant, Firbolg 326 Grizzled Bankrass
281 Giant, Fire 327 Grizzly Squirrel
282 Giant, Fog 328 Grynurian Monk
283 Giant, Fomorian 329 Gummy Fiend
284 Giant, Frost 330 Gut Waller Serpent
285 Giant, Gorge 331 Hag, Green
286 Giant, Hill 332 Hag, Sea
287 Giant, Mist 333 Harpy
288 Giant, Mountain 334 HedgeHawg, Giant
289 Giant, Prairie 335 HedgeHawg, Vorpal-Clawed
290 Giant, Scorn 336 Heel Borer
291 Giant, Stone 337 Herd Animals
292 Giant, Storm 338 Hippocampus
293 Giant, Verbeeg 339 Hippogriff
294 Gibbering Mouther 340 Hippopotamus
295 Gibbon 341 Hoar Fox
296 Githyanki 342 Hoar'daa Bull
297 Githzerai 343 Hoar'daa Cow
298 Gloomwing 344 Hobgoblin
299 Glow Worm 345 Hood Winker
300 Gnarl-rons 346 Hook Horror
301 Gnoll, Desert 347 Horned Rager
302 Gnoll, Headhunter 348 Horned Simian Bush-Grappler
303 Gnoll, Standard 349 Hornet, Carnivorous
304 Goat, Common 350 Hornet, Giant
305 Goat, Giant 351 Horse (Roll on Table)
306 Goblin, Common 352 Hunched Shocker
307 Goo, Amber 353 Hydra: Common
308 Gopher, Sewer 354 Hydra: Cryo
309 Gorangatang 355 Hydra: Lernaean
310 Gore Monger, Insatiable 356 Hydra: Medusa
311 Gorecupine 357 Hydra: Pyro
312 Goregon 358 Hyena, Common
313 Gorger, Dire 359 Hyena, Giant
314 Gorizzla 360 Ichthyocentaur
ARGH magazine 29 (The Unexplained Chart)
361 Impaler, Crimson 407 Lamprey, Land
362 Impaler, Purple 408 Lamprey, Normal
363 Impaler, Rainbow 409 Larantula
364 Impeder, Great Lucid 410 Latrine Ambusher
365 Indigo Ambusher 411 LavaSpawn: Fighters
366 Insidious Stalker 412 LavaSpawn: Multi-Classed
367 Intellect Devourer, Adult 413 LavaSpawn: Spell Casters
368 Ixitxachitl 414 Leech, Bony-Ridged
369 Jabbervock, Vile 415 Leech, Cistern
370 Jackal 416 Leech, Giant
371 Jackalope, Pronghare 417 Leech, Groin
372 Jackalope, Standard 418 Leech, Luck-Draining Muck
373 Jackalwere 419 Leech, Sinus
374 Jaculi 420 LeechMan, Guard
375 Jarvin-taur 421 LeechMan, Swamp-dwelling
376 Jelly, Grease 422 Lemur, Common
377 Jelly, Mustard 423 Lemur, Feces-Flinging
378 Jelly, Ochre 424 Lemur, Flying
379 Jelly, Symbiotic 425 Lemur, Pygmy Mouse
380 Jellyfish, Common 426 Lemur, Ringtail
381 Jellyfish, Dire Man O' War 427 Leucrotta
382 Jellyfish, Flying Swamp 428 Lime Green Quivering Mass
383 Jellyfish, Giant 429 Liontaur
384 Jellyfish, Man-O-War 430 Lizard, Fire
385 Jellyling 431 Lizard, Giant
386 Jungle-Drac 432 Lizard, Ice
387 Jurassic Creature (Roll on Table) 433 Lizard, Minotaur
388 Jurynday, Freshwater 434 Lizard, Red-Bellied Armored
389 Jurynday, Saltwater 435 Lizard, Subterranean
390 Kangarai Warrior 436 Lizardman, Common
391 Kangaroo Flea, Giant 437 Lizard-Newt, Pygmy
392 Kangaroo, Common 438 Lizotaur
393 Kangaroo, Marauding 439 Llama, Wild
394 Karkadann 440 Loathsome Prowler
395 Kenku 441 Lobe Footed Marsh Dweller
396 Killwi 442 Locathah
397 Kobold, Greater 443 Longtailed Silver Slasher
398 Kobold, Lesser 444 Lunger, Crevice
399 Kobold, Woodland 445 Lunger, Hedgerow
400 Kraken 446 Lunger, Rafter
401 Krueller 447 Lunger, Saw-Backed
402 Kuo-Toa: common 448 Lurker Above
403 Lamia, Common 449 Lurker Below
404 Lamia, Great-Horned 450 Lurker Within
405 Lamia, Noble 451 Lurker, Cactus
406 Lamprey, Giant 452 Mad Titterling
ARGH magazine 30 (The Unexplained Chart)
453 Madger 499 Naga, Spirit
454 Mammoth, Ram-Horned 500 Naga, Water
455 Mammoth, Wooly 501 Nar Wasp, Crimson
456 Mantari 502 Nar Wasp, Yellow Jacketed
457 Manticore, Common 503 Nereid
458 Manticore, Womanticore 504 Newt, Jelly-Banded, Common
459 Mantis, Deadly Preying 505 Newt, Jelly-Banded, Giant
460 Mantis, Dire Field 506 Nid'Hogg
461 Marble Mugger 507 Nixies
462 Marmoset 508 Nizar'fang
463 Marrow Mite 509 Norker
464 Marsh Gibberer 510 Nymph
465 Mastodon 511 Ocean Camel
466 Maulsquito 512 Octogorgon
467 Mea-Zel 513 Octopus, Giant
468 Medusa, Lesser 514 Ogre, Aquatic
469 Mer-Folk 515 Ogre, Common
470 Mimic, Animal 516 Ogre, Half
471 Mimic, Common 517 Ogre, High: Chub-Foot
472 Mimic, Killer 518 Ogre, High: Flat-Footed
473 Mimic, Mineral 519 Ogre, High: Webbed-Toe
474 Mimic, Tasty Beverage 520 Ogre, Lord
475 Mimic, Vegetable 521 Ogre, Low: Hedge
476 Mind Flayer: Arcane 522 Ogre, Low: Trash
477 Mind Flayer: Psionic 523 Ogre, Magi
478 Minotaur, Common 524 Oliphant, Wild
479 Mole Man 525 Onerous Carbuncle
480 Mongoose, Common 526 Ooze, Crystal
481 Mongoose, Giant 527 Ooze, Gray
482 Monkey, Musk 528 Ooze, Scathing
483 Monkey, Poison 529 Opinicus
484 Monkey, Six Ribbed Skink 530 Orange Tail Plant Squaller
485 Monoceros 531 Orc, Cloven-Hoof
486 Moose, War 532 Orc, Common
487 Morkoth 533 Orc, Half-
488 Morlog 534 Orc, Orkin Lowland Pony
489 Mosquitos, Ravenous 535 Orc, Orkin Wardawg
490 Moth, Ginger 536 Otter, Giant River
491 Muckdweller 537 Otter, Giant Sea
492 Mule 538 Otter, River
493 Mummy, Adherer 539 Otter, Sea
494 Murk Slither 540 Ottermen
495 Muskrat, Dire 541 Otyugh
496 Mute-Screecher 542 Otyugh, Neo-
497 Mynx 543 Owl, Common
498 Naga, Guardian 544 Owl, Giant
ARGH magazine 31 (The Unexplained Chart)
545 Owl, Talking 591 Pixie-kin: Leprechaun
546 Owlbear, Common 592 Pleistocene Deer
547 Owlbear, Great Horned 593 Porculisk
548 Owlbear, Lesser 594 Porcupine Warrior
549 Owlbear, Spotted 595 Porcupine, Common
550 Ox 596 Porcupine, Giant
551 Oyster, Giant, River 597 Porcupine, Orcupine
552 Oyster, Giant, Sea 598 Porcupine, Poison
553 Packasite 599 Predacat
554 Panda Bear, Common 600 Predacious Growler
555 Parasites: Dreaded Tape Worm 601 Predacious Howler
556 Parasites: Magus Ticks 602 Prowler Fish
557 Parasites: Paralyzing Fleas 603 Prying Silverfish
558 Parasites: Pin Worms, Dire 604 Pseudo Undead, Ghast
559 Parrot, Greater Psionic 605 Pseudo Undead, Ghoul
560 Parrot, Lesser Psionic 606 Pseudo Undead, Specter
561 Pegasus, Greater 607 Pseudo Undead, Wight
562 Pegasus, Standard 608 Pseudo Undead, Wraith
563 Pendulous Feltcher 609 Pseudo-Dragon, Common
564 Penguin, Common 610 Pseudo-Pseudo-Dragon
565 Penguin, Dire 611 Pudding, Black
566 Penguin, Dire Sand 612 Pudding, Deadly
567 Pernicon 613 Quaggoth, Common
568 Peryton 614 Quarrel Mite
569 Phantom Fog 615 Quay Lurker
570 Phoenix 616 Quivering Disembowler
571 Pied Viper 617 Rabbit, Common
572 Piercer 618 Rabbit, Giant
573 Pig, Blood 619 Rabbit, Predator
574 Pig, Domesticated 620 Raging Bucentaurus
575 Pig, Giant 621 Rakshasa, Common
576 Pigeon, Common 622 Rakshasa, Maharajah
577 Pike, Giant 623 Rakshasa, Rajah
578 Pincher 624 Rakshasa, Ruhk
579 Pinnard 625 Ram
580 Piranha, Cold Water 626 Ram, Battering
581 Piranha, Common 627 Ram, Giant
582 Piranha, Giant 628 Rambumatta
583 Pit Howler 629 Ram'koaran
584 Pit Mauler 630 Rat, Carnivorous
585 Pit Maw 631 Rat, Common
586 Pitbull 632 Rat, Dire Albino
587 Pixie, Common 633 Rat, Giant
588 Pixie, Hybrid: Pixie Brownie 634 Rat, Large
589 Pixie, Hybrid: Pixie Fairy 635 Rat, Osquip
590 Pixie, Hybrid: Pixie Leprechaun 636 Rat, Ravenous
ARGH magazine 32 (The Unexplained Chart)
637 Rat, Sand 683 Scarab, Giant
638 Rat, Sewer 684 ScareRaven
639 Rat, Vapor 685 Scorpion, Common
640 Ratweiller 686 Scorpion, Giant
641 Ray, Deathray 687 Scorpion, Hell
642 Ray, Giant Manta 688 Scorpion, Huge
643 Ray, Pungi 689 Scorpion, Large
644 Ray, Stingray 690 Screacher
645 Reaving Dervishes 691 Screaming Desert Tortoise
646 Remorhaz 692 Screaming Meanies
647 Repeller, Electric 693 Scroll Devourer
648 Rhinoceros, Black 694 Sea Harker
649 Rhinoceros, White 695 Sea Lion
650 Rhinoceros, Wooly 696 Sea Monster
651 Rib Splitter 697 Sea Stalker
652 Robolds 698 Seagull
653 Roc, Birch 699 Seahorse, Giant
654 Roc, Common 700 Seal, Feral
655 Roc, Frost 701 Seawolf, Greater
656 Roc, Marsh 702 Seawolf, Lesser
657 Roc, Ruhk 703 Sedusa
658 Rock Bear 704 Seeall
659 Rock Reptile 705 Seeker, Ear
660 Rock Worm 706 Seeker, Eye
661 Roof Fiend 707 Seeker, Nose
662 Rook: Horned Raven 708 Seeping Gelatinous Seeker
663 Rook: Raven, Common 709 Selkie
664 Rook: Raven, Giant 710 Serpent, Barbed
665 Rook: Raven, Huge 711 Serpent, Cerastes
666 Roper, Common 712 Serpentine
667 Roper, Storoper 713 Sewer Grub
668 Rot Grub, Candy Striped 714 Sewer Snapper
669 Rot Grub, Common 715 Shadow Fiend
670 Rot Grub, Giant 716 Shark, Angel
671 Rothe' 717 Shark, Dawg Fish
672 Rust Monster, Common 718 Shark, Giant Megalodon
673 Rust Monster, Magnetic 719 Shark, Goblin
674 Sahuagin, Common 720 Shark, Wobbegong
675 Sahuagin, Mutant 721 Shedu, Greater
676 Samurai Jackal 722 Shedu, Lesser
677 Satyr, Common 723 Sheep, Carnivorous
678 Satyr, Faun 724 Sheep, Common
679 Satyr, Korred 725 Sheep, Giant
680 Satyr, She-, Common 726 Shirkmare
681 Satyr, She-, Great Horned 727 Shrew Mouse, Common
682 Scarab, Common 728 Shrew Mouse, Giant
ARGH magazine 33 (The Unexplained Chart)
729 Shrill Lancer 775 Solitary Wasp, Giant
730 Simian Orc 776 Spasm Master
731 Sirine 777 Speckle Coated Horned Charger
732 Skink, Blink 778 Sphinx, Androsphinx
733 Skink, Clink 779 Sphinx, Criosphinx
734 Skink, Drink 780 Sphinx, Gynosphinx
735 Skink, Fink 781 Sphinx, Hieracosphinx
736 Skink, Mink 782 Spider, Cave
737 Skink, Pink 783 Spider, Crab
738 Skink, Stink 784 Spider, Dire Cave
739 Skink, Think 785 Spider, Gargantuan
740 Skithering Yith-Monkey 786 Spider, Giant
741 Skraagon 787 Spider, Giant Trapdoor
742 Skullbreaker 788 Spider, Huge
743 Skunk 789 Spider, Large
744 Skunk, Giant 790 Spider, Phase
745 Slapping Durnkin 791 Spider, Sea
746 Slazstoids (Slaz’Stecek) 792 Spider, Tarantubat
747 Slithering Slasher 793 Spider, Water
748 Slithering Tracker 794 Spriggan
749 Slobgoblins, Greater 795 Sprite, Common
750 Slobgoblins, Lesser 796 Sprite, Grig
751 Sloth, Greater Mossback 797 Sprite, Spite
752 Sloth, Prehistoric 798 Sprite, Water
753 Slug, Giant 799 Spry Gecko
754 Snake, Amphisbaena 800 Spry Railer
755 Snake, Boalisk 801 Squealer
756 Snake, Constrictor 802 Squid, Giant Arboreal Land
757 Snake, Constrictor, Giant 803 Squid, Giant, Common
758 Snake, Heway 804 Squid, Giant, Land
759 Snake, Humongous 805 Squid, Giant, Sand
760 Snake, Sea, Giant 806 Squid, Giant, Snow
761 Snake, Snow Serpent 807 Squirrel, Carnivorous Flying
762 Snake, Spitting 808 Squirrel, Giant Black
763 Snake, Venomous 809 Squirrel, Ordinary
764 Snake, Venomous, Giant 810 Stag, Common
765 Snarl Beast 811 Stag, Giant
766 Snatcher, Map 812 Stegocentipede
767 Snipe 813 Stirge, Common
768 Snow Beasts 814 Stirge, Humming
769 Snow Strider 815 Stirge, Wingless
770 Snyad 816 Stone Warblers
771 Solifugid, Giant 817 Stork, Dire
772 Solifugid, Huge 818 Stump Horror
773 Solifugid, Large 819 Stun Jelly
774 Solifugid, Tempusfugid 820 Subcutaneous Feeder
ARGH magazine 34 (The Unexplained Chart)
821 Subterranean Magna-Ferrets 867 Triclops
822 Su-Monster 868 Triton, Common
823 Surgeon Beetle 869 Troglodyte
824 Sussurus 870 Troll Mage
825 Swamp Terror 871 Troll, Common
826 Swanman, Bird Maiden 872 Troll, Crested
827 Swanman, Swanmay 873 Troll, Crested Gutter
828 Swordfish, Bastard 874 Troll, Culvert
829 Swordfish, Long 875 Troll, Festering
830 Swordfish, Vorpal 876 Troll, Forest
831 Sylph 877 Troll, Giant
832 Symbiotic Tapeworm 878 Troll, Giant Two-Headed
833 Tanuki 879 Troll, Glamour
834 Tasloi 880 Troll, Gutter
835 Tavern Lice, Giant 881 Troll, Hill
836 Tenta'Kill 882 Troll, Ice
837 Termite, Giant, Harvester King 883 Troll, Iron
838 Termite, Giant, Harvester Queen 884 Troll, Marine - Freshwater
839 Termite, Giant, Harvester Soldier 885 Troll, Marine - Saltwater
840 Termite, Giant, Harvester Worker 886 Troll, Merga
841 Thatcher, Banded Crest 887 Troll, Muck
842 Thessalhydra 888 Troll, Quorum
843 Thessilkrat 889 Troll, Rock
844 Thrasher 890 Troll, Sand
845 Thri-Kreen 891 Trollkin Auxiliaries
846 Throat Grappler 892 Troutman
847 Throat Leech 893 Truculent Terrifier
848 Thunderherder 894 Tunnel Squid
849 Tick, Giant Mottled 895 Turtle, Bombadier
850 Tick, Giant, Common 896 Turtle, Dragon
851 Tick, Groin 897 Turtle, Gargantuan Snapping
852 Tiger Fairy 898 Turtle, Giant Sea
853 Tiger Fly 899 Turtle, Giant Snapping
854 Tiger Horse, Flying Albino 900 Turtle, Humongus Sea
855 Titanothere 901 Uarvax
856 Toad, Doom 902 Umber Hulk, Common
857 Toad, Giant 903 Umber Hulk, Under Hulk
858 Toad, Giant Coconut 904 Unicorn, Anhiram
859 Toad, Ice 905 Unicorn, Common
860 Toad, Poisonous 906 Unicorn, Cortazon
861 Toucan, Hornbilled Terror 907 Unicorn, Licorn
862 Toxic Buttercup 908 Unicorn, Rimu
863 Trap, Living 909 Unicorn, Tricorn
864 Trapper 910 Urchin, Giant Black
865 Tree Buffalo 911 Urchin, Giant Green
866 Triceratortoise 912 Urchin, Giant Land
ARGH magazine 35 (The Unexplained Chart)
913 Urchin, Giant Red 959 Wolf, Timber
914 Urchin, Giant Silver 960 Wolf, Winter
915 Urchin, Giant Yellow 961 Wolf, Worg
916 Vaargurdian 962 Wolfwere
917 Vargouille 963 Wolverine
918 Venom Sparrow 964 Wolverine, Giant
919 Vent-Squawler 965 Wolverwere
920 Ver'Men 966 Wombat, Fiendish Orange
921 Verminator 967 Woodland Fiend
922 Vicious Beach Mite 968 Worm, Banana
923 Vile Double-Crested Crawdad 969 Worm, Belch
924 Vile Thunder Beast 970 Worm, Blood, Giant
925 Viper, Spit 971 Worm, Dredger
926 Vision 972 Worm, Giant Canker
927 Vodrax 973 Worm, Purple (Roll on Table)
928 Vulchling 974 Worm, Spiny Gutter
929 Vulture, Common 975 Worm, Tenebrous
930 Vulture, Giant 976 Worm, Yack
931 Vulture, Red Crested Snow 977 Wyrm (Roll on Table)
932 Walking Stick, Giant 978 Wyvern
933 Walrus, Common 979 Xeblor
934 Walrus, Rabid 980 Xill
935 Walrus, Wretched 981 Xorn Hunter
936 War-Hawg 982 Yak, Shadow
937 Waryur, Lowland 983 Yakitani
938 Wasp, Giant 984 Yeth Hound
939 Water Buffalo, Marauding 985 Yeti, Arctic
940 Weasel, Acid 986 Yeti, Temperate
941 Weasel, Common 987 Yeti, Tropical
942 Weasel, Extradimensional 988 Yodeling Thrasher
943 Weasel, Giant 989 Yuan-Ti, Abomination
944 Webbird 990 Yuan-Ti, Half-Breed
945 Weevil, Blood, Adult 991 Yuan-Ti, Pureblood
946 Whale, Common 992 Zabaku
947 Whale, Giant 993 Zebotaur
948 Whale, Killer 994 Zebra, Common
949 Whale, Narwhal 995 Zebra, Zebricorn
950 Whip Scorpion, Large 996 Zebra, Zegasus
951 Wild Cat O' Nine Tails 997 Zebra, Zightmare
952 Will-O-(the)-Wisp 998 Zephyr Beast
953 Willow, Black 999 Zorbo
954 Wind Walker 1000 Something "Normal"
955 Witherstench (Roll on Reincarnation Table,
HM4e PHB p.293)
956 Wolf, Common
957 Wolf, Dire
958 Wolf, Sturm
ARGH magazine 36 (The Unexplained Chart)
social creature as a lone beast to be
Lairs Monstrous conquered.
Here we conclude Mykal’s series of
articles that he had titled “A Closer Nothing could be farther from the truth.
Look At Dragons, Part 1”. If he did any Dragons will often keep companions,
work on the 2nd part of the GM slaves, and in some cases hoards of
installment, namely dragon henchmen, hirelings to protect and maintain its
he never sent me a copy. looks and safety.
If anyone wishes to volunteer to Since most GM’s run the lone Dragon,
continue his work it would be lets take a closer look at the basics.
appreciated. Dragons have an exceptional ability to
detect a party before they get close to it.
-D. M. Zwerg
They AUTOMATICALLY detect
invisible objects and creatures and spot
them in fog or darkness up to 10’ times
GM’s Advantage— their age category. Even if sleeping it
Dragons. will most likely have taken some
By Mykal Antczak precautions against uninvited guests,
(HMGMA# WI-4-00023-01) whether traps, alarms, contingency spells
[Dwarf note: I added a few additional if available.
heading for the sake of organization. Dragons have Clairaudience, if they
Mykal seems to have organized the types concentrate, at 20’ times their age
of attacks into categories “in order of category. So if detected farther out by an
preference”. I have added the headings alarm or trap going off, they can listen in
“Attack Types” as well as smaller to hear what is coming. Finally, some
headings for “Distance Attacks”. The Dragons can communicate telepathically
headings for “Physical Attacks”, with any intelligent creature and the
“Dragon Weapons”, and “Additional percentage chance for a Dragon to speak
Dragon Talents” were indicated or is based on Intelligence and age
actually in the original article and I Category. (See Table 1A). Telepathic
merely changed the format of those Dragons gain the immunity to surprise in
headers (and Mykal had asked me to a similar fashion to Pixie Fairies.
edit it).Other than as noted the words
A Dragon who is awake and aware of
are all Mykal.]
intruders should immediately begin
Having been on both sides of the screen talking if it is able. There are very few
and hearing many a story about parties that are completely immune to
encounters with Dragons, I have realized Dragon Speak. It is not necessary that
that many GMs tend to gloss over many the Party respond to it, just that it
of a Dragons abilities. This tends to remains heard for 5 rounds so that its
make them seem like pushovers instead special ability kicks in. (Add Table from
of the terror inspiring creatures they HOB II Pg. 71). Should a party member
should be. They also tend to portray this be foolish enough to respond, the saving

ARGH magazine 37 GM’s Advantage—Dragons.


throws start immediately. Dragon Speak An additional defense for the dragon
is a powerful way of getting information that may have been overlooked is that
the Dragon needs. Intent, attack plans, Dragons naturally have dense skin and
number of members in the party, classes should be given the same bonus that
and how powerful they may be, etc. It players get for having dense skin, half
would have no issue with trying to split damage from blunt weapons.
a party or using a party member as a
In addition due to its magical nature
shield from spell casters area effect
the dragon should have some form of
spells.
innate critical hit reduction ability.
Dragons will often be very arrogant in Initially the dragon should receive an
their conversation and condescending to automatic reduction to critical hit
the lesser creature. It is not above severity equal to its age category. There
challenging a party to a riddle contest or should also be an additional talent
spell duel if it is a spell caster. This is available to dragons that allow this to be
exceptionally fun when your players reduced even further.
accept the challenge with a Very Old
Dragon or older. The Dragon has but to
use the Forget ability on the elected Dragon tactics state that the basic
spokesman for the party—too many attack pattern is claw, claw, bite and a
people shouting out an answer at once breath weapon that can be used once
would be barbaric. It would be proper every three rounds on a standard dragon.
for the dragon to remind them of that. Other accessories such as horns, tails,
and wings are also used depending on
the situation. Dragons are dynamic, as
Lets say the party does get past the are their battle Strategies, but prefer to
verbal subterfuge and close enough to use Breath weapon, then magical
attack the Dragon. Dragon fear now abilities, and finally physical attacks
comes into play. All creatures with when cornered.
fewer hit dice than the Dragon must
make a saving throw vs. petrifaction or
be stuck with fear (–2 to attack and Attack Types
damage)and those with 1 Hit die or less Lets take this one attack type at a time
flee in panic for 4d6 rounds. What many in order of preference.
GMs miss on Dragon fear is that this
ability covers a specific radius. If the Distance Attacks
Dragon feints forward and puts the [Dwarf note: based on organization it
casters who are hanging back into the seems that Mykal intended to indicate
radius, then falls back the next that dragons prefer to use distance
round.The casters would have to make attacks whenever possible and resort to
another save if the Dragon lunges physical attacks only when they need to
toward them again and puts them in the (or to take out a pesky spell-caster. One
fear range. (Here it comes again!!!) of the comments Mykal made was about
the potential damage from belly-flops

ARGH magazine 38 Attack Types


based on boulder damage, which he was Physical attacks
having me look into at the time. ] Here is where many GMs get
Breath weapons: They are quick and to themselves in trouble. First, know how
the point. If a dragon is breathing at you, large the dragon is. If someone wants to
it is most obviously annoyed at the very maneuver around a dragon you should
least. Breath weapons can be used in a know how long it is going to take to get
few different fashions. It is most often there. Given the HM miniature scale of
used as a direct attack in hopes of taking 6mm=1 ft. a Red Dragon-Great Wyrm
out one or more individuals quickly. with a body length of 180’ and a tail
Other uses are to herd characters into a length of 170’ would translate to a
certain area. Filling an area with a gas ‘miniature’ that would be 2.1 meters
attack will get the offending group to long. (82.68 inches). So when the fighter
move out of that specific area. If the or magic user wants to flank the dragon,
Dragon can move the party to an area they should know it is going to be a few
that sets up further attacks then all the rounds of running to get to where they
better. Breath weapons can also be used want to go.
to set off intentional traps. A blast of fire To make a simple dragon template
breath on the ropes or support to a rock calculate the length of the body and
fall set above a logical ambush point make the width roughly one quarter the
could be more devastating to the length. That same Red Dragon would
attackers than the breath weapon itself. have an approximate body width of 45’.
Magical Abilities: Before running a Claws: Dragons get two claw attacks to
Dragon, you should review their magical the front and one to the rear, unless
abilities. Many interesting possibilities airborne in which case they can easily
arise when you combine the natural use all four. Attacking with four claws
abilities gained as they age with standardfrom the ground leaves the beast
attacks. vulnerable (+3 penalty to AC for that
Spell casting: This part should be the round) if it splits its attacks amongst
easiest to handle. Dragon spell selection many opponents, so it will rarely do this.
would probably be utility rather than Bite: Because of the dragon’s long neck,
combat based though. If it knows the it can bite creatures to its sides and back.
battle is coming, then it can prepare. A warrior attempting to get behind a
Things like illusions concealing spiked dragon to avoid this attack would have to
pits between the door and the dragon. sit directly behind its head, at the base of
Take a 20’ pit add a fighter who cannot its neck. There, he would be vulnerable
easily get out plus a breath weapon to two claw attacks and the pointy
directed into the pit….add ketchup and protrusions on the dragons head.
you have yourself a nice after combat
Sideways Bite: (Age category 11+)
snack.
Dragons of Wyrm age and older have
developed a special maneuver called the
sideways bite. The dragon turns its head,

ARGH magazine 39 Attack Types


bites the target sideways with a 20% wyrms and older three victims. Dragons
chance of pinning its arms on a can snatch creatures up to two size
successful hit. Then the dragon will hold categories smaller than itself. Those
the victim in its mouth, thrashing for hurled into a wall take damage when
bite damage thereafter and perhaps hitting the wall as if they fell the
hurling the victim over a cliff or into a equivalent distance they were thrown.
wall. This is in addition to any damage they
might sustain from falling after hitting
Victims so grabbed can try to break free
the wall.
by making a successful bend bars/lift
gates check if they are merely being Roll over: (age category 1-4) Dragons
held by the dragon. (i.e. no extra biting with small caves and large bodies can
damage). If the dragon continues to deal attempt this maneuver. They merely roll
bite damage the victim must make a over crushing anything in their path,
successful Dexterity check to release doing damage equal to a bite. Typically
himself while the dragon is chewing on this is a younger dragons move, as it can
him. Those hurled into a wall take hit anyone standing in the radius of its
damage when hitting the wall as if they length, but leaves the dragon vulnerable
fell the equivalent distance they were to attack, should an opponent be able to
thrown. This is in addition to any fly.
damage they might sustain from falling
Bull Rush: (for age category 5+) A
after hitting the wall.
charge attack that does twice the normal
Snatch: (age category 5+) Young Adult bite damage and has the chance to throw
and older dragons can dive and grab a its opponent backwards. Creatures
creature in their claws. There is a base struck must save vs. petrifaction or be
50% chance, +3% per age category over thrown back 1d10 feet per 2 age
5, that the victim has its arms pinned categories the dragon has. Those hurled
and can automatically be squeezed for into a wall take damage when hitting the
damage, dropped from a great height or wall as if they fell the equivalent
perhaps thrown into a wall. Victims so distance they were thrown.
grabbed can try to break free by making
Stomp: Dragons can jump or descend
a successful bend bars/lift gates check if
from 30’ or more, crushing their
they are merely being held by the
opponents with their rear claws and their
dragon. (i.e. no extra crushing damage).
tail, which is equal to the bite for
If the dragon continues to deal crushing
damage. Creatures struck must save vs.
damage (equal to bite damage) the
petrifaction or be pinned, suffering
victim must make a save vs petrifaction
crushing damage every round until the
or be stunned for 2-5 minutes. Old and
dragon moves. Apply the dragons
older dragons can carry two victims,
combat modifier as a penalty to all

Weapon Cost Weight Size T S M L H G


Tail Mace 250gp 80 lbs H 2d12 2d10 3d6 2d8 2d6 2d4
Wing Spur Sheaths 250gp 32 lbs G 3d4 3d6 3d10 3d12 4d10 4d12

ARGH magazine 40 Attack Types


saving throws. Dragons stomp creatures Grape Shot Spit attack: The Dragon
that really annoy them. will sacrifice its bite attack to get a
mouthful of its treasure or coin and spit
Belly Flop: (for age category 7+) --
it at its target the next round with great
Figure dropped object damage per
force. The cone of the attack is 60’ long,
dragon weight from up to 30’. Dragon
5’wide at the mouth and 20’wide at its
will take 2d6 per 10’ fall and weapons
end. And will do 1d6 damage per age
that are set will deal double damage.
category of the dragon. (Save vs. Breath
Area of Belly Flop effect is determined
weapon for half.)
by Dragon template. Dragon may belly
flop and still retain attacks from all four Thrown/Dropped boulders: Given the
claws. Characters caught under a dragon strength and size of Dragons, this is
may be subject to suffocation or another often overlooked attack type for
additional crushing damage if the dragons to use. See GMG for damage
Dragon does not get up at 1d4 per ton of chart. [Table 8R on p.99 of HM4e GMG]
the Dragon.
Wing Buffet: (Age category 5+) Young
adult and older dragons can buffet with
Additional Dragon Talents
Breath Weapon Range Bonus: For
their wings causing claw attack damage
each time this talent is taken the creature
to those at their sides. Creatures must
may add 5’ to its range for every two age
make a dexterity check or fall down.
categories the Dragon has. EP
This attack kicks up dust and blows over
Adjustment: + 0.05
objects of 20 lbs or less.
Improved Breath Weapon Damage:
Tail Slap: (age category 6+) Adult and
Die type is increased to the next highest
older dragons can tail slap for damage
die type. EP Adjustment: + 0.15
equaling two claw attacks and attack one
opponent per age category. Creatures Improved Breath Weapon Use:
struck must save vs. petrifaction or be Dragons breath weapon use increases
stunned 2-5 minutes. Light wooden from once every three rounds to twice
structures will be damaged and a Cube every five rounds. EP Adjustment +
of Force takes one charge per two points 0.075
of combat modifier.
Critical Reduction Bonus: For each
time this talent is taken treat the dragons
AC as one higher for purposes of
Dragon Weapons
determining critical hits. EP Adjustment
Tail Mace: The Dragon has added a
+0.07
large heavy weight to its tail for extra
damage to its attack. Voiceless Casting: Per SSG. EP
Adjustment +0.045
Wing Spur Sheaths: The dragon has
added two large blades to its wing spurs Serrated claws: The Dragon claws have
that it may use to cause extra damage for been maintained in such a manner that
its wing attacks. cause an additional d4 damage for every

ARGH magazine 41 Attack Types


2 age categories it has. EP Adjustment + stone is much more dense than human flesh
0.05 and therefore has a higher terminal velocity.
For instance, as granite has a density of
about 100 pounds per cubic foot, and thus
sinks like a stone in water, whereas humans
Now what I have covered so far is if
tend to (barely) float in water and water has
the Dragon is alone. They know full a density of around 62.5 pounds per cubic
well they are capable of defending their feet. Thus before taking shape into account
lairs, but just in case they can’t. It is it should be obvious that a cube of granite
good to have a backup plan. Dragons the same weight as a cube of human is much
often surround themselves with a retinue smaller and will fall much faster. Now then,
of sorts. Depending on the Dragon type a friend and I have worked up tables for a
it could be anything from slave labor to planned article on falling speeds (and thus
a slew of hired servants to do their maximum falling speeds, aka, Terminal
bidding. More on that in Part 2. Velocity or T.V.) of various PC races and
most races that could weigh 100 pounds
[Dwarf note: please contact me if you within a standard silhouette hit T.V. between
are interested in keeping Tar Gut 150-220 feet per second. In that article we
Fluffimandius Rex. A Black Dragon put forth that maximum damage taken from
Wyrm alive in print and continuing a a fall is roughly 1d6 per 10f/s of T.V. and
series on articles on dragons. If possible then if we look at a 1 ft cube of granite that
weighs 100 pounds and plug that and a
I would like to publish such at least 0.860 coefficient of drag into this handy-
once a year] dandy
(https://www.grc.nasa.gov/WWW/K-
12/airplane/termv.html) NASA calculator
“Boulders” in HM4e for Terminal Velocity we get T.V.=312.740
By D.M.Zwerg and thus based on what I stated before about
damage for falling that indicates 31d6
Given Mykal’s article on Dragons damage. If we add 6d6 to the damage for a
mentions boulder damage I felt we should 40 pound boulder we find that the cap for a
take another look at boulders & dropped 100 pound rock would be 20d6 based on the
rocks. In this article we will look at Table text in the GMG capping the gain for
examine how large a “boulder” would be in distance at 60 feet and is about 2/3rds of
HM4e as well as revisit the chart. (Note: in what it should be. Note also that it should
the original game damage was based on 14 take progressively longer distances fallen to
pound stones, and in a later supplement a hit T.V. so we could well look at 60 feet as
boulder was listed as being 3 foot diameter the distance for maximum rate of gain then
on average. slow it down significantly from there on by
adding the next die after 20ft, then 30, 40,
50, 60, 70, 80, 90, 100. 110, and finally the
Boulder Damage (revisited) 10th additional die at 120 feet more putting
The original table 8R in the HM4e GMG the distance at 780 feet or more. This is
capped out at 60 feet distance fallen with the NOT an accurate representation, but time is
text on boulders stating “Distances above short and I need to finish the article to get
60 feet are treated as 60 feet.” Damage dice this issue out and better numbers can wait
continued to increase at 1d6 per 10 pounds until after the release of the article on
of weight. The issue I have with this is that Falling Distance. I look forward to rebuttal

ARGH magazine 42 “Boulders” in HM4e


pieces. should max out even further so consider
adding additional distance per +10# heavier
as well as the +1d6 higher for the same
distance above 40#, but slowing it down to
+1d6/10ft of distance to maximum.
Table 8R: Boulder Damage (revisited) Wgt Distance to T.V. Max Dam
Weight (in pounds) 50# 70ft (+10#,+10ft) 16d6
Dist 5# 10# 20# 30# 40# 60# 90ft (aka, +20ft) 19d6
5 ft 1 d4p d6p 2d4p 2d6p 70# 120ft (+10#,+30ft) 23d6
10 ft d3 d6p 2d6p 3d6p 4d6p 80# 160ft (+10#,+40ft) 28d6
15 ft d4p 3d3 5d3 5d4p 5d6p 90# 210ft (+10#,+50ft) 34d6
20 ft d6p 2d4p 3d6p 6d4p 6d6p 100# 270ft (+10#,+60ft) 41d6 110#
25 ft 3d3 2d6p 7d3 7d4p 7d6p 340ft (+10#,+70ft = +8d6)
30 ft 2d4p 5d3 4d6p 6d6p 8d6p Thus that 100# boulder would be +6d6 for
35 ft 2d6p 3d4p 9d3 9d4p 9d6p weight and +21d6 for distance putting its
40 ft (max) 3d6p 5d6p 10d4p 10d6p max cap of 41d6 at 270+feet. Remember it
45 ft (max) 7d3 11d3 11d4p 11d6p should be hitting at 2.5 times as hard as 1
50 ft (max) 4d4p 6d6p 9d6p 12d6p 40# boulder due to weight alone and with a
55 ft (max) 5d4p 13d3 13d4p 13d6p T.V. of 312.7f/s then 41-42d6 would be
60 ft (max) (max) 7d6p 14d4p 14d6p reasonable and the math is close enough.
70 ft (max) (max) (max) (max) (max)
Although dropping from above should be
As for damage above 60 feet we need to more accurate than throwing a stone the
remember that E = mv^2 thus a 100 pound same distance, page 98 of the HM4e GMG
object going the same velocity will hit 5x states that grenade-like missiles of 5# or less
harder than a 20 pound object thus even if have a short range of 10ft, medium up to 20ft
the 100 pound object will do 31d6 of damage (-2 to hit), and above that -5 to hit out to a
at 750ft a 20 pound object going the same maximum range of 30 feet. The problem
speed will do much less. Therefore I would with dropping object is that as they approach
look at the damage at 60ft as being the cap terminal velocity they can move further &
for lighter objects and would look at further off course due to spinning and
reducing them even further. So if a 100 imperfections. Therefore GMs would be
pound boulder caps out at 31d6 due to justified to set short range at 60 feet or less
terminal velocity then even ignoring that a (but probably at least 30 feet) and then cut
40# would hit T.V. at around 270ft/sec it medium range at 2x-3x that and beyond that
would still cap out closer to 12d6. Allowing long range. Beyond 240-540 feet the best
it to cap out at 14d6 puts the 100# boulder at anyone could hope for without having fins
35d6 cap and indicates others should be on the object is maybe to aim for the 5x5 or
significantly lower when dropped (T.V.’s of 10x10 foot area the opponent is in and hope
about 190f/s for 5# cube, 198 for 10#, 233 for the best. Note that when firing back at an
for 20#, 245 for 30#, and 263 for 40#). opponent dropping objects or breathing fire
Assuming they were reasonably correct with the maximum vertical range a missile
the 5# pound and the 40# rock progressions. weapon can fire upwards is half maximum
Doing some quick averages, and considering range at best, and even then it would have
that d6’s penetrate in HM4e but d3’s should slowed to basically no damage as gravity
not I reconsidered the table and added in d4’s works against the speed of the weapon.
as well, and considered that lighter boulders
should max out for damage in proportion to Another point when discussing boulder
40# boulders. Further, heavier boulders damage is where exactly giants fit in. One of

ARGH magazine 43 “Boulders” in HM4e


the items to consider is the strength bonus to main author of the SSG and co-author of
damage, then the rest would come down to “Lord Flataroy’s Guide to Fortifications”.
“boulder” weight and maximum range. Don’s preferred class was Magic-User, but
Given maximum range is halved going up he was atrocious at rolling damage
then 200 yards equates to 300 feet (600/2) (particularly d4’s, as I recall he penetrated
thus the “boulders” being hurled would on d4’s exactly twice, and both times
likely be under 5 pounds. followed up with a nat 1). Therefore he
would look for ways of making the GM roll
Giant Str Hurled Boulder
damage for him. Once his character hit 3rd
Type Bon Dam Range
level the spell he used to devastating effect,
Cloud +11 2-24 240 yards particularly outdoors, was “Levitate”. What
Fire +10 2-20 200 yards follows are a few lessons learned at the side
Fog +11 2-24 240 yards of the master, Don Morgan.
Frost +9 2-20 200 yards
Against almost any terrestrial creature the
Hill +7 2-16 200 yards
Levitate spell is for all practical purposes a
Mountain +10 2-20 200 yards
“save or die” spell. Any creature of weight
Prairie +7 2-16 160 yards
under the mages capacity can be levitated
Scorn +10 2-20 200 yards
upwards at a speed of 20 yards per round.
Stone +8 3-30 300 yards
Since the limit is 100 pounds per level this
As stated above, granite weighs about 100 basically starts at 300 pounds and by name
pounds per cubic foot, thus a 5# “boulder” is level anything smaller than a horse is at risk.
about 5.5 inch diameter, 10# about 7inch, This tends to eliminate one opponent from
30# about 10 inch, and 40# about 11 inch. A the conflict per Levitate spell used. This can
1 foot diameter granite “boulder” would be invaluable to the party if the biggest,
weigh about 52 pounds, 2 ft about 415-420#, toughest fighter-type is chosen, or even if a
and 3ft diam about 1400-1415#. As the spell-caster is separated from their defensive
damage dice increase per 10 pounds of screen and subsequently pin-cushioned. But
weight the damage at 60 feet would hit that is often unnecessary as even if the GM
would hit 15d6 for a 50# “boulder”, 52 d6 posses 20 yards/level as a maximum
for a 420#, and 150d6-152d6 for around distance an opponent can be moved away
1400-1415# rocks. Comparing the two from the caster then, when released, the
tables (Revised Table 8R and the Giant creature will fall and take 6d6 of damage per
Type tables) then a Cloud Giant could well caster level from falling from such heights,
be hurling even a 5# “boulder” that 240 reaching said height in caster level rounds.
yards to get roughly the equivalent of At third or fourth level this can be utilized to
2d6+11 for strength. As the “boulder” would take out up to 1-3 additional opponents if the
be slowing down the entire time the range of creature is dropped on top of them and each
2-20 still works if the missile is only 5# but take the 1d6 per 10ft falling damage, but for
it arguably could be 10# (for 5d4p) and still higher level casters the fight is generally
work. For Stone Giants something between over before this play can be made.
10# to 20# would likely make more sense as
The 2nd insidious use of Levitate as an
it should “max out” at 50% higher than the
attack is to drop a boulder upon a group of
5d4 for 10# so 15#+/- makes sense.
opponents. Although most effective in areas
Levitate as an Attack Spell with 60ft-70ft ceilings the ability to drop at
Welcome to the world of cunning use of least 200-300 pound (or larger) boulders
spells! While at Kenzer & Co I had the means that if set just above the door in a
privilege of gaming with Don Morgan, the place with a 10ft ceiling a 200# boulder can

ARGH magazine 44 “Boulders” in HM4e


do 18d6 damage when dropped from 5ft damage per structural point of a collapsing
above a target and a 300# boulder 28d6, structure, which equates to being hit with
more if dropped from greater heights. three 20 pound boulders falling 5 ft, and thus
we can state it as 1d4p 20# boulders per
Note that some GMs may attempt to rig
structural point falling from ceiling height
terrain against the player and deny any
minus character height feet, and damage
“boulders” exist (which happened to Don a
calculated from there. Further for every
LOT after the first couple of times using
1,000 feet of a mine affected it causes 2d8
boulders), so cunning players may start
structural damage to Earth, 1d8 to stone, and
having henchmen bring boulders with the
1d6 to hard stone structures located directly
party. I heard of one group utilizing a Darax
above a collapsing mine or tunnel. These can
Instant Fortress in this manner it take out an
be utilized to help estimate the amount of
ancient huge dragon (aka, hundreds of dice
initial damage cause to those in the area of a
of falling damage), as the fortress exceeded
mine tunnel collapse. Although earth is +2d8
the spell’s weight limit the instant it
structural damage (as more will cave in) the
transformed. This should not have worked as
particles tend to be smaller and thus the 5
the GM forgot the part in the item
pound category per structural point above a
description where it states the item must be
character. Soft stone tends to break and
set upon the ground as part of activation.
shatter more so treat as standard 20 pound
A couple of points with dropping objects boulders as spell +1d8 structural points in
from way above onto targets. First off is nature (aka, base +1d8 x 3 20# boulders).
having to roll to hit on the Magic-User chart, Hard stone tends to stay in one piece better
but generally as if from a siege engine so so treat as 40# boulders with base +1d6 x 3
often against AC 10 or even AC 15 in number, if a wall or ceiling fails it saving
especially for very large creatures, but also throw.
the potential of scatter dice. The second
If an area is dressed stone backfilled with
point is that, unless it hits soft earth, a
rubble then if the Structural points exceeds
boulder can get deflected, ricochet, or (if it
that of a section of the dressed stone then it
hits hard stone directly) potentially shatter
will collapse doing the damage as per
and “explode”.
characters within the structure. Rough stone
These should count as “” the first time a PC may need to make a saving throw as per
mage attempts each (Save or Die, The Body below, but with a +6 bonus vs fire or
Drop Attack, Dropping Boulders, BYO lightning as the dressed wall & rubble
Boulder) but only upon the first attempt. shields the raw stone from most of the blast.
Structural Damage and Ceiling Collapse Raw/rough stone hit directly with <<if
Now we will turn to Lord Flataroy’s Guide collapse then amount will fall = 3x base
to Fortifications” (LF) and look at structural structural damage of the spell + bonus
damage and ceiling collapse. structural per rock type>>. Earth is least
affected by spells, but will automatically
First off, if in an area that has been mined collapse if supports are removed, be they
and not carefully carved stone or dressed wooden supports or dressed stone arches.
stone walls back-filled with rubble then the <<Barrel vaults only at right angles>>
mine generally utilizes wooden posts and
beams for support and these are particularly <<< Note: expand the table to include
vulnerable to Fireball and Lightning Bolt dragon size & weight classes, and likely
spells. How this works is detailed on page 60 transpose it so 12 distance categories and
of Lord Flataroy’s Guide but the base is 3d4 thus a LOT more potential weight categories

ARGH magazine 45 “Boulders” in HM4e


Spells & Structural Damage
Structural Damage Saving Throws
Wood Soft Hard Wood Soft Hard
Spell (thick) Earth Stone ! Stone $ (thick) Earth Stone Stone
Dig 3d8 /8 10 1d8 /8 1d6 /8 -- none -- --
lvl** lvl** lvl**
Disintegrate 5 /lvl 5 /lvl 5 /lvl 5 /lvl 19? 20? 20? 20?
Earthquake 5d12 5d6 5d10 5d6 10 19 8 6
Fabricate 0.5 /lvl -- -- -- none n/a n/a n/a
Fireball (light#) 0.5 /lvl -- -- -- 11 1 4 3
Fireball (medium%) 1 /lvl -- -- -- 11 1 5 3
Fireball (heavy&) 2 /lvl -- -- -- 11 1 6 3
Fireball, Torrential 4 /lvl -- -- -- 11 2 8 5
Fireball, Show- 6 /lvl -- 1 /lvl -- 11 3 10 7
No_Mercy
Fireball, Maximus 8 /lvl -- 2 /lvl 1 /lvl 14 4 12 9
Fireball, Lava Yield 12 /lvl varies varies varies 20 5 16 13
Fireball, Nuclear 100 /lvl 5 /lvl 20 /lvl 20 /lvl none 6 20 17
Winter
Lightning Bolt 0.5 /lvl -- -- -- 12 1 12 14
Move Earth ** 20 ** ** -- none -- --
Stone Sphere 3 /lvl -- 1 /lvl 0.5 /lvl -- -- none none
Transmute Rock to -- -- 16* /lvl 16* /lvl
Mud *
Zarba’s Fist of Rage 1 0.5 0.25 --
! - soft stone includes fired brick, limestone, & sandstone
$ - hard stone is granite and similar materials
* - only works on NATURAL rock or stone, not finished.
** - do not directly damage wood or stone, but could undermine. Dig removes a 5ft
cube per level therefore potential damage is per 8 levels. Move Earth up to 16
10Ft cubes per turn of casting time (576 10ft cubes max).
? - if allowed a saving throw (GM option)
# - Fireball (light) includes Sidewinder Factor 1-4, Fireball Barrage, Skipping Betty
Fireballs.
% - Fireball (medium) includes Fireball & Scatter-Blast Fireball.
& - Fireball (heavy) includes Death Brusher, Proximity Fused, SWR5, Delayed Blast,
.and Land Scraper Fireballs.

As damage increases per 10# of “boulder”


dragon belly-flop damage will add up very
quickly.>>>

ARGH magazine 46 “Boulders” in HM4e


a small section on town & city layouts.
ARGH Projects Slowly adding layouts for inherited deeds.
We felt that people may want to hear what
booklets & projects we at ARGH are Crits & Wounds: a new look at critical
currently working on and that are at a stage hits and wounds including bloodloss (may be
we can talk about. Another way of putting an ADHOC or mixed H&H and ADHOC
this is “Coming Attractions” release.

Released MM2 – Wizard Manses: the 2nd in the


series, this one covers wizard holdings. It
H&H RBI-Player Book (BETA): I should delve into the arcane spice &
am currently rewriting sections on races, component trades, maybe arcane labs &
classes, and so forth based on comments out libraries, plus academies.
of playtesting.
MM3 – GM’s Guide: the third in the
Lakym's First Monster Hunting series, it is dedicated to making player’s
Guide: an A-Z of monsters with pictures on lives difficult, guidance on inheritances, land
one side of the page and H&H-style stat yields & income, the structure of manors,
blocks, details, even little poems opposite. manor geomorphs, plus more.
Likely released as a two PDF set for booklet
(stats facing pictures) and detachable folio MM4 – Shrines & Parishes: covers
(opposite sides of same physical page) for new cleric classes, plus holdings from
use like “flash cards”. shrines & chapels through parishes & small
temples. Emphasis is given to unique ways
Nearly Ready of making money from selling indulgences,
Manors & Manses - Knightholds: tithes for good weather and sound crops, to
the 1st in a series of at least 3 booklets, this pilgrimages to see holy relics.
one concentrates on knights, their land
The Lost Kinder: an introductory
holdings, and a basic system for creating
module/adventure for level 1 characters.
those holdings including land yields.
Other Active Projects .. Character Sheets & Record
Booklets: this includes work going on
HAH RBA-GM Basics: originally VTTS, but a request has been made for
“Combat Basics” this book is under class-specific character record book(s) and
development & rewrite. that is on our minds as well going forward.
Assayed Equipment: a continually Website Update
active project, currently releasing unfinished
<<any new items? >>
items in various issues of HJfor4e prior to
I had a computer crash and thus the website
gathering them back into booklets.
has not been updated in a while. With the
I have a lot of work in on various
posting of this issue I plan to get back to
containers, which can be seen in part in this
regular updates.
issue.
Burgs – Buildings & Property: the
first in a series of at least three booklets, this
one covers randomly generated buildings of
some styles common in medieval times,
guidance on rental and purchase prices, plus

ARGH magazine 47 ARGH Projects


Acknowledgments Lord Flataroy’s Guide to
Fortifications (Don Morgan and D.M. Zwerg)
Portions of this zine are based on
Kenzer & Company’s Hackmaster: The
Role-Playing Game 4th Edition
Gaming in a Digital Age
Player’s Handbook (Jolly R. Blackburn, We game in a digital age, and the
David S. Kenzer, Brian Jelke, Steve Johansson, common held wisdom of many things
Barbara Blackburn) medieval is not only books, articles, and
GameMaster’s Guide (Jolly R. the members SCA, but also videos from
Blackburn, Brian Jelke, Steve Johansson, David web personalities. Below are the channels
S. Kenzer, Noah Kolman, Don Morgan, Mark of some of my current favorites:
Plemmons, Barbara Blackburn; with John K.
D’amato, Larry Granato, Glenn Harris, Theng Thrand – tests shields, weapons,
Christopher Heath, Spencer Lease, Scott & armor. No new videos for about a year :(
Luskin, James Mishler, Mark Mueller, John https://www.youtube.com/user/ThegnTh
O’Neill, & D.M.Zwerg) rand
Combatant’s Guide to Slaughtering
Foes (Don Morgan; with Barbara Blackburn, Shadiversity – an armchair historian, he
Jiffy Burke, Brian Jelke, Steve Johansson, covers a variety of subjects, but especially
David S. Kenzer, Noah Kolman; with Eric analyzes games, castles (machicolations!)
Englehard) https://www.youtube.com/user/shadmbr
Spellslingers’s Guide to Wurld ooks
Domination (Jolly R. Blackburn, Brian
Jelke, Steve Johansson, David S. Kenzer, Noah
Kolman, and Don Morgan; with Tom Darga,
Scolagladitoria – a HEMA enthusiast
Richard Jensen, Anthony Lowman, Mike who discusses and analyzes weapons
Rushing, Kevin Wilson, Jedediah Gofourth) https://www.youtube.com/user/scholagla
diatoria
Zealots’s Guide to Wurld Converion
(Paul Glozeris, Brian Jelke, David Kenzer,
Noah Kolman, Steve Johansson, Don Morgan; Skallagrim – another weapon tester, he
with Jolly Blackburn,Norn Hancock, Josef ventures into replicas more often but also
Zimmerman and D.M. Zwerg) demonstrates effectiveness of armor worn
Combatant’s Guide to Slaughtering https://www.youtube.com/user/Skallagri
mNilsson
Foes (Don Morgan; with Barbara Blackburn,
Jiffy Burke, Brian Jelke, Steve Johansson,
David S. Kenzer, Noah Kolman)
Metatron – primarily talks armor and all
Hacklopedia of Beasts Volume II things Roman Empire (especially soldier’s
(Tony DiGerolamo; with Jolly R. Blackburn, items, from footware to castles), & gaming
Brian Jelke, Barbara Blackburn, Don Morgan, https://www.youtube.com/channel/UCIj
Scott Luskin, Steve Johansson) GKyrdT4Gja0VLO40RlOw
Hacklopedia of Beasts Volume III
(Tony DiGerolamo; with Jolly R. Blackburn,
Brian Jelke, Barbara Blackburn, Don Morgan,
Scott Luskin, Steve Johansson)

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