A Note from the Author
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The Hidden World By Scott Meyer The document contained is Copyright to Second Thought Games, LLC © 2014. Library of Congress Control Number: 2014960265 This document may not be reproduced in any fashion, for any purpose, or uploaded to any website, without the express written consent of Second Thought Games, LLC. This document may, however, be printed for the sole purpose of play-testing the game. Please send all of your comments, questions and suggestions to [email protected]. © Second Thought Games, LLC - Farmington, MO USA [email protected] ISBN: pending, electronic playtest version only. First edition. A Note from the Author Dear Friends, Thank you for your participation in the Hidden World playtest. Your involvement means a lot to me. This project has been a labor of love and I'm glad to have finally reached the point where playtesting is necessary. Sometimes it amazes me that I've gotten so much done in so little time. Other times I wonder if the project will ever be completely done. In any case, your feedback is much appreciated. A few things you may want to note: 1. This book comes to you in a watermarked PDF form. You may make comments using the comments feature in your PDF reader/writer software, or send comments or questions directly via email to [email protected] 2. This Core book will tentatively launch on Kickstarter under Second Thought Games, LLC in July 2015. Please have all your comments in no later than May 15, 2015. The enclosed materials are being made available for play-testing purposes only. Table of Contents Introduction Chapter 1: Overview Chapter 2: The Faerie Court (Races) Chapter 3: Classes Chapter 4: Skills and Feats Chapter 5: Equipment Chapter 6: Combat and Other Rules Chapter 7: Magic Chapter 8: Bestiary Introduction (More Than “Honey, I Shrunk the Barbarian”) The Hidden World is an expansion on the Pathfinder Roleplaying Game that allows for adventures that take place in the world of the very small. In this ½-inch scale world, the rules are drastically different. A dungeon crawl can take place in an anthill or beehive. Giant insects are an everyday occurrence, both as enemies to be faced, and as beasts of burden. Underwater adventures would be a lot more common, and getting hit by a raindrop could cause serious injury. At first, you're going to think this sounds an awful lot like Ferngully: The Last Rainforest or Epic. Well, yes and no. I did get some of my inspiration from movies like Antz, but most of it started with a walk in the park. I saw a rotted out tree stump and my mind started wandering into places all too familiar. I thought about what a great fortress it would make and the idea took off. I started imagining adventures in this world and realized I had thought of something new. Not only that, but I had the means to make it a reality. So I present to you, dear reader: The Hidden World. Have fun. Illus. Welcome to the Hidden World. Appreciating the Finer Things 2” long slug would be Fine/Huge. 4” would define a The standard fantasy kingdom is filled with Fine/Gargantuan creature (perhaps a toad), and 8” magic spells and strange creatures. Overlooked by the would be Fine/Colossal. Anything larger would be larger inhabitants of such a world, however, there considered Diminutive. Similarly, smaller creatures exists another, where the inhabitants are just as strange also use this scale. Gnats, at 1/4” would be and the kingdoms just as wondrous. These smaller Fine/Small. Other creatures might be Fine/Tiny (at kingdoms often exist right under the feet of their 1/8”), Fine/Diminutive (1/16”) or even Fine/Fine larger cousins, between the cracks of their streets, and (1/32” or smaller). For the most part, stats for insects sometimes even sharing their homes. The inhabitants are used as if they were giant versions of themselves, of this world call it the Hidden World, while that of even though they are still considered Fine creatures. normal-sized people is the World Above. On the Fine scale, rules change drastically. They Although we use the "Fine" scale to refer to all can take some getting used to. For starters, due to the creatures at this level, there is actually a great deal of lack of mass and relative tensile strength of the variation in size. Humans, for example, are humanoid body, a Fine hero can survive a fall from approximately 1/2” tall, but any creature less than 6” any distance. Even without wings, skilled heroes may is considered Fine. So how do we deal with “Fine” use air currents to direct their fall, literally “steering” creatures that are larger or smaller? By defining a new themselves in the direction they want to go. In scale. For the purposes of this book, all creatures will comparison with Medium heroes, Fine heroes can leap be given two values to define their size, separated by a tremendous distances and carry enormous weights. A slash. The first value will refer to the creature's overall Fine hero can even survive indefinitely underwater by size, while the second will define a relative size finding air bubbles and affixing them around her head. compared to other creatures of that scale. At 1/2” tall, Player characters at the Fine scale are capable of a human would be considered Fine/Medium. A 1” holding water droplets in their hands. Liquids, long cockroach would be considered Fine/Large, and a therefore, are usually served up on platters or leaves. 1 Cups and bowls are virtually unheard of. Two droplets obstacles, it is a popular form of travel. Fliers are can be mixed simply by bringing them together so generally unable to carry great loads, however, since they form one, larger, droplet. This greatly affects the they must rely on their arms to keep themselves aloft. way that potions are handled. Since the surface tension Goods, therefore, are usually shipped on the backs of of water is so great, it is impossible to pour liquid crawling insects such as ants, roaches and millipedes. through a narrow opening such as that on a standard Jumping great distances is also easier on the Fine potion flask. To prevent evaporation, liquids must be scale. Jumping distances are effectively doubled as stored in containers with wide mouths. Since glass is they are now measured in inches rather than feet. In extremely rare in the Hidden World, these containers addition, creatures with positive strength modifiers are more likely to be made of natural materials. can jump up to that modifier in inches horizontally Inhabitants of the Hidden World, therefore, keep their with no effort (no Acrobatics roll necessary). Crickets potions in slings and pouches. For the same reason, are considered to have double their strength for this leaky vessels are never a problem. purpose as they are specially adapted for jumping. At the Fine scale, the soil itself becomes a On the Fine scale, weights are measured in catacomb of openings and tunnels which must be micropounds (abbrev μlb.). 1 lb = 1,000,000 μlbs. To picked through carefully in order to avoid falling in. make things simple, anything that weighs 1 pound at Even normally smooth surfaces such as stone often normal size weighs 1 micropound on the Fine scale. contain large cracks and other obstacles. This has Strength, however, is drastically greater at this scale, numerous ramifications. Unless walking on a glass- as a human can now lift 50 micropounds instead of smooth surface, all terrain is considered difficult one pound. This has numerous effects on the terrain. Thus, riding insects, with their multiple legs, inhabitants of the Hidden World. For one thing, are a must outside of civilized lands. Climbing, wanderers and traders can now carry the equivalent of however, is made enormously easier, as surfaces entire homes on their backs. Construction projects are which would normally be much easier as machines considered smooth are now Illus. like cranes are no longer filled with ledges to rest on necessary. Strength also and easy handholds. Characters are capable of holding water factors into such activities Because falling damage as jumping and climbing. is impossible on the Fine droplets in their hands. Objects and thrown scale, Fine creatures are weapons can be thrown generally unafraid of heights much farther, but accuracy and build dwelling structures is still a problem so ranges far up into the trees. Since are still equivalent. climbing and jumping are Similarly, distance is both so much easier, human converted from feet to habitations are no longer inches. Creatures with a strictly horizontal. walking speed of 30 ft now Facilitated by climbing have the same speed at 6 and crawling insects, great inches. Leaping distance cities can be built which are and projectile ranges are entirely vertical. Falling at also converted to inches. this scale has another hazard, For mapping purposes, however, as falling from too maps are now drawn in great a height can cause a increments of ½ inch. In creature to be become caught combat, 1 square = ½ inch. in the air currents. On the surface, it may Adventurers without wings can be blown off appear that these distances will result in only slightly course and sometimes never reach the ground, while higher movement rates, but due to the Time Dilation those who do have wings may find themselves far Effect, movement is actually much faster. from their destination. Smaller creatures also experience time on a faster At the Fine scale, masses are small enough and scale.