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A Walk Through the Woods (Dragons Bestiary #119)
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<blockquote data-quote="BOZ" data-source="post: 42037" data-attributes="member: 1241"><p><strong>WILD HALFLINGS (Bramblings)</strong></p><p></p><p>Halfling, Wild</p><p>Small Humanoid (Halfling)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 ft.</p><p>AC: 13 (+1 size, +2 Dex)</p><p>Attacks: Halfspear +3 melee; or shortbow +4 ranged</p><p>Damage: Halfspear 1d6; or shortbow 1d6</p><p>Face/Reach: 5 ft. by 5 ft./5 ft</p><p>Special Attacks: Halfling traits</p><p>Special Qualities: Halfling traits, Darkvision 60 ft., Scent 120 ft.</p><p>Saves: Fort +3, Ref +3, Will +1</p><p>Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 10, Cha 10</p><p>Skills: Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3</p><p>Feats: Track</p><p></p><p>Climate/Terrain: Temperate forest</p><p>Organization: Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1 6th-level druidess)</p><p>Challenge Rating: 1/2</p><p>Treasure: No coins, 50% goods, 100% items</p><p>Alignment: Usually neutral good</p><p>Advancement: By character class</p><p></p><p>Known mostly only as a fireside tale, the so-called "forest children" are in fact wild halflings: descendants of primitive halflings that never adopted the settled life typified by their civilized halfling cousins. Wild halflings constitute a fourth gene pool alongside the Tallfellows, Stouts, and Hairfeet. Known also as "Bramblings" (because they sometimes live in bramble-covered mounds), the wild halflings live in secluded deep woods and are very shy of contact with nonforest dwellers. They especially fear "Big Peoples" (humans, demi-humans, and humanoids). They are playful hunter-gathers, living off the bounty of the free forest. Wild halflings practice virtually no agriculture and have no metal-working talents or other such abilities (they are great weavers, however). Some travelers believe the forest children are the spirits of dead children who were lost in the woods, hence the popular name of these beings.</p><p> Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Wild halfings hunt for food by utilizing their skills to set snares and traps. The Brambling language has the same relationship to other halfling languages that Gothic has to modern English and German; it is a sister language, frozen in its ancient form, and is consequently, all but totally unintelligible to speakers of other halfling languages.</p><p> Most wild halfings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent.</p><p></p><p> COMBAT</p><p>If threatened, the wild halflings usually run away, but they are fierce in combat if cornered. If they must fight, males and females alike cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically carry the following weapons: Short bow (20%), Sling (10%), Flint dagger (10%), Club and net (10%), Spear (10%).</p><p> Skills: Wild halflings receive a +4 racial bonus to Hide checks when in a woodland setting. Like all halflings, they receive a +2 racial bonus to Climb, Jump, Listen, and Move Silently checks.</p><p></p><p> SOCIETY</p><p>Brambling lairs are usually located in a copse of trees with a pool or stream nearby. Their homes are usually briar-covered mounds in the sides of hills, although some groups prefer to live in the trees. In this latter habitat, the wild halflings construct independent structures similar to tree houses, which they disguise with branches and leaves. In their hidden communal lairs are found 2-12 additional forest children, including appropriate leaders and 3-12 young. Forest children rarely stay in the same lair two winters in a row, if they can help it. In summer, wild halflings are very nomadic. During this season, the whole tribe wanders from place to place. Males and females are met in equal numbers, and leaders are equally likely to be of either sex. Those wild halflings that do remain in one location often live in the wooden constructs amongst the trees as mentioned earlier.</p><p> Also in the communal lair is a wise-woman, who is the head of the tribe, and from whom the other leaders take direction. She is a 4th- to 6th-level druid of Sheela Peryroyl, with a variety of special powers. The wisewoman has 0-2 assistants of 1st- to 3rd-level druidic ability. The wild halflings have never domesticated any hunting animals, but songbirds, squirrels, and other such forest creatures living nearby are treated as friends and act as guards for the wild halflings's lair, sounding a general alarm if trouble threatens. </p><p> Forest children are as good at tracking in the woods as rangers or elves are. Conversely, forest children are nearly impossible to track if they know they are being followed. Dexterity and small size account for their AC, for they wear no armor. Brambling clothing is typically buckskin, some furs, and some woven fabric. The wild halflings gather many fibers: wild sheep's wool, certain vegetable matter, spider silk, and their own hair. With these, they weave nets and cloaks, twist bowstrings, and make rope for snares. All of this weaving is done by the wisewoman and her assistants. A cloak made by the wisewoman is usually found on a leader-type (1-5 on 1d6). This cloak acts as a cloak of protection +1. </p><p> All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as "messengers" to convey simple messages, such as a request for another Bramling's presence and so on (bird song and squirrel chatter are not very articulate languages). Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities).</p><p> They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having "mysteriously" reappeared. Wild halflings have been known to aid injured travelers and hunters if there are only one or two victims. </p><p> Wild halflings are very fond of singing and poetry, and enjoy playing practical jokes (as do all halflings). Found among their personal belongings are small skin drums and reed pipes, and an occasional primitive harp or ram's horn. Wild halfling are very adept at woodcarving and basketry, although their skills of pictorial representation are rather crude. In the fall, they secure their winter lair and gather food for the coming freeze. Wild halflings are nevertheless active even in winter, for they love to play in the snow. Forest children live about 120 years on average. Wild halflings are keenly aware of their surroundings and are usually knowledgeable of every plant or living creature within a day's walk of their lairs.</p><p></p><p> CHARACTERS</p><p>A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers. </p><p></p><p> DRUID ALCHEMY</p><p>The wisewomen of a wild halfling tribe are master herbalists, and all such wild halfling druids learn to make the following potions: </p><p> First level: Tonic. This potion has the same effect as a dispel exhaustion spell cast by a 1st-level illusionist.</p><p> Second level: Purgative. This potion reduces the effects of deadly poisons to 2-16 hp damage, rather than allowing death to result (if taken within 10 minutes of swallowing the poison). Otherwise, the potion reduces the effects of nondeadly poisons by half. It can also be used in a poultice for drawing out insinuative poisons.</p><p> Third level: Antidote. This potion has the same effect as the druidic spell, neutralize poison.</p><p> Fourth level: Restorative. This spell cures all confusion and other such mental handicaps, whether caused by spells, magical items, or spell-like abilities.</p><p> Fifth level: Sedative. This potion causes the imbiber to sleep for 7-12 hours, gaining back 2 hp per hour of sleep.</p><p> Sixth level: Nectar. This potion sends the imbiber into a deep trance, wherein the entranced recipient is aware of all living things around him. It is equivalent to a commune with nature spell, lasting for 3-8 turns and allowing one fact to be gleaned per turn. After communicating the knowledge gained to anyone who might be on hand to hear it, the imbiber sleeps for 3-12 hours.</p><p> A lair contains 1-4 bottles of each potion the wisewoman is capable of making. These potions and their protective cloaks are about the only treasure wild halflings have, since money is unknown to them. There is a 20% chance of finding 1-8 pretty stones as personal ornaments among the wild halflings' belongings (maximum value: base 50 gp). </p><p></p><p>Wild halflings first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Arthur Collins)</p></blockquote><p></p>
[QUOTE="BOZ, post: 42037, member: 1241"] [b]WILD HALFLINGS (Bramblings)[/b] Halfling, Wild Small Humanoid (Halfling) Hit Dice: 1d8 (4 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 13 (+1 size, +2 Dex) Attacks: Halfspear +3 melee; or shortbow +4 ranged Damage: Halfspear 1d6; or shortbow 1d6 Face/Reach: 5 ft. by 5 ft./5 ft Special Attacks: Halfling traits Special Qualities: Halfling traits, Darkvision 60 ft., Scent 120 ft. Saves: Fort +3, Ref +3, Will +1 Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 10, Cha 10 Skills: Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3 Feats: Track Climate/Terrain: Temperate forest Organization: Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1 6th-level druidess) Challenge Rating: 1/2 Treasure: No coins, 50% goods, 100% items Alignment: Usually neutral good Advancement: By character class Known mostly only as a fireside tale, the so-called "forest children" are in fact wild halflings: descendants of primitive halflings that never adopted the settled life typified by their civilized halfling cousins. Wild halflings constitute a fourth gene pool alongside the Tallfellows, Stouts, and Hairfeet. Known also as "Bramblings" (because they sometimes live in bramble-covered mounds), the wild halflings live in secluded deep woods and are very shy of contact with nonforest dwellers. They especially fear "Big Peoples" (humans, demi-humans, and humanoids). They are playful hunter-gathers, living off the bounty of the free forest. Wild halflings practice virtually no agriculture and have no metal-working talents or other such abilities (they are great weavers, however). Some travelers believe the forest children are the spirits of dead children who were lost in the woods, hence the popular name of these beings. Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Wild halfings hunt for food by utilizing their skills to set snares and traps. The Brambling language has the same relationship to other halfling languages that Gothic has to modern English and German; it is a sister language, frozen in its ancient form, and is consequently, all but totally unintelligible to speakers of other halfling languages. Most wild halfings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent. COMBAT If threatened, the wild halflings usually run away, but they are fierce in combat if cornered. If they must fight, males and females alike cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically carry the following weapons: Short bow (20%), Sling (10%), Flint dagger (10%), Club and net (10%), Spear (10%). Skills: Wild halflings receive a +4 racial bonus to Hide checks when in a woodland setting. Like all halflings, they receive a +2 racial bonus to Climb, Jump, Listen, and Move Silently checks. SOCIETY Brambling lairs are usually located in a copse of trees with a pool or stream nearby. Their homes are usually briar-covered mounds in the sides of hills, although some groups prefer to live in the trees. In this latter habitat, the wild halflings construct independent structures similar to tree houses, which they disguise with branches and leaves. In their hidden communal lairs are found 2-12 additional forest children, including appropriate leaders and 3-12 young. Forest children rarely stay in the same lair two winters in a row, if they can help it. In summer, wild halflings are very nomadic. During this season, the whole tribe wanders from place to place. Males and females are met in equal numbers, and leaders are equally likely to be of either sex. Those wild halflings that do remain in one location often live in the wooden constructs amongst the trees as mentioned earlier. Also in the communal lair is a wise-woman, who is the head of the tribe, and from whom the other leaders take direction. She is a 4th- to 6th-level druid of Sheela Peryroyl, with a variety of special powers. The wisewoman has 0-2 assistants of 1st- to 3rd-level druidic ability. The wild halflings have never domesticated any hunting animals, but songbirds, squirrels, and other such forest creatures living nearby are treated as friends and act as guards for the wild halflings's lair, sounding a general alarm if trouble threatens. Forest children are as good at tracking in the woods as rangers or elves are. Conversely, forest children are nearly impossible to track if they know they are being followed. Dexterity and small size account for their AC, for they wear no armor. Brambling clothing is typically buckskin, some furs, and some woven fabric. The wild halflings gather many fibers: wild sheep's wool, certain vegetable matter, spider silk, and their own hair. With these, they weave nets and cloaks, twist bowstrings, and make rope for snares. All of this weaving is done by the wisewoman and her assistants. A cloak made by the wisewoman is usually found on a leader-type (1-5 on 1d6). This cloak acts as a cloak of protection +1. All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as "messengers" to convey simple messages, such as a request for another Bramling's presence and so on (bird song and squirrel chatter are not very articulate languages). Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities). They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having "mysteriously" reappeared. Wild halflings have been known to aid injured travelers and hunters if there are only one or two victims. Wild halflings are very fond of singing and poetry, and enjoy playing practical jokes (as do all halflings). Found among their personal belongings are small skin drums and reed pipes, and an occasional primitive harp or ram's horn. Wild halfling are very adept at woodcarving and basketry, although their skills of pictorial representation are rather crude. In the fall, they secure their winter lair and gather food for the coming freeze. Wild halflings are nevertheless active even in winter, for they love to play in the snow. Forest children live about 120 years on average. Wild halflings are keenly aware of their surroundings and are usually knowledgeable of every plant or living creature within a day's walk of their lairs. CHARACTERS A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers. DRUID ALCHEMY The wisewomen of a wild halfling tribe are master herbalists, and all such wild halfling druids learn to make the following potions: First level: Tonic. This potion has the same effect as a dispel exhaustion spell cast by a 1st-level illusionist. Second level: Purgative. This potion reduces the effects of deadly poisons to 2-16 hp damage, rather than allowing death to result (if taken within 10 minutes of swallowing the poison). Otherwise, the potion reduces the effects of nondeadly poisons by half. It can also be used in a poultice for drawing out insinuative poisons. Third level: Antidote. This potion has the same effect as the druidic spell, neutralize poison. Fourth level: Restorative. This spell cures all confusion and other such mental handicaps, whether caused by spells, magical items, or spell-like abilities. Fifth level: Sedative. This potion causes the imbiber to sleep for 7-12 hours, gaining back 2 hp per hour of sleep. Sixth level: Nectar. This potion sends the imbiber into a deep trance, wherein the entranced recipient is aware of all living things around him. It is equivalent to a commune with nature spell, lasting for 3-8 turns and allowing one fact to be gleaned per turn. After communicating the knowledge gained to anyone who might be on hand to hear it, the imbiber sleeps for 3-12 hours. A lair contains 1-4 bottles of each potion the wisewoman is capable of making. These potions and their protective cloaks are about the only treasure wild halflings have, since money is unknown to them. There is a 20% chance of finding 1-8 pretty stones as personal ornaments among the wild halflings' belongings (maximum value: base 50 gp). Wild halflings first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Arthur Collins) [/QUOTE]
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