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Hack Journal 07

HackJournal for 4e, Volume 7, is an unofficial publication by Amalgamated Research Gaming Hub that focuses on expanding the HackMaster 4th Edition RPG, particularly revisiting gnomes and their various types. This issue discusses new contributions, customization options for gnomes, and encourages submissions from readers to enhance the content. The magazine includes detailed articles on races, classes, skills, and equipment relevant to the game, while also addressing delays in publication and the need for more community involvement.

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Alan Shohat
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0% found this document useful (0 votes)
67 views32 pages

Hack Journal 07

HackJournal for 4e, Volume 7, is an unofficial publication by Amalgamated Research Gaming Hub that focuses on expanding the HackMaster 4th Edition RPG, particularly revisiting gnomes and their various types. This issue discusses new contributions, customization options for gnomes, and encourages submissions from readers to enhance the content. The magazine includes detailed articles on races, classes, skills, and equipment relevant to the game, while also addressing delays in publication and the need for more community involvement.

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 7
[illustration appears to fit rough size of Forest Gnomes so there we go, a
topic for this issue that actually relates to the cover image! ]

A publication of Amalgamated Research Gaming Hub


Those held to irresponsible …
Author(s): D. M. Zwerg, George Table of Contents
“Mercutio” Gordon, w. ideas foisted on us What Should We Contribute?............1
by Mykal Antczak who is still driving me Races, Classes, and Skills.................2
crazy with old ideas over a year after his Races Revisited, part 2: Gnomes............2
passing A Gname of Gnomes (part 1)............2
Editor(s): < why bother?> Nine-Inch & Forest Gnomes.............5
Skill Sets Revisited..................................8
Project Mangler: ……….. D. M. Zwerg Skill Sets (detailed)...........................8
HackJournal for 4e, Unofficial and (The Unexplained Chart)................16
Unsanctioned, is published semi-monthly by: Assayed Equipment........................18
Amalgamated Research Gaming Hub Drinking Vessels, part 1........................18
3132 Spruce St, Racine, WI, 53403 Units of Measure.............................18
Horn Vessels....................................19
Metal Vessels...................................20
© 2021 by Amalgamated Research Manors & Manses...........................22
Gaming Hub. Mapping Mania 2: Scaling Maps.........22
Hex Sizes & Manors.......................22
ADHOC is a derivative work based on Mapping Larger Hexes....................24
HackMaster 4th Edition (HM4e). Inherited Deeds - Revisited...................26
Part 1 – Table 3P Analyzed..............26
HackMaster, HackMaster 4e, HM4e, and ARGH Projects...............................29
HackJournal, are trademarks of Kenzer
and Company and the underlying material
Acknowledgments..........................30
is copyright © 2000-2021 Kenzer and Gaming in a Digital Age.......................30
Company. HM4e material in this work are
used under express permission and Cover Illustration: image from Andrew
license of Kenzer and Company. Kenzer Lang’s “The Olive Fairy Book” (1907).
and Company has a license and rights to
use & republish any material in this
booklet (except for Filk or as noted) under Note: This magazine is provided in 5.5” x
agreement with and license from 8.5” format so as to be most convenient for
D.M.Zwerg and Amalgamated Research self-printing in booklet format, on both sides
Gaming Hub. of the page then saddle-stapled together.

All Rights Reserved.

HJ for 4e vol 7 Printing: “June” 2021 Manglars Corner


This book is protected under international treaties and I would like to deviate from the normal
copyright laws of the United States of America. No part format for this intro. If you look at the
of this book may be reproduced without the express
written consent of Amalgamated Research Gaming Hub. printing date you will see it states “June”
Permission is granted to the purchaser of this product to 2021 instead of the actual September
reproduce sections for personal use only. Sale or trade of 2021 formal date of release. That is both
such reproductions is strictly prohibited.
when the Work In Progress download
This is a work of fiction. Names, characters, places, was “published” for members as well as
spells, and so forth are either products of the authors'
imagination, and any resemblance to actual persons,
the last moth of the planned release
living or dead, is entirely coincidental. schedule of April to June for this issue.
As of this writing we are indeed three How about new magic items or
months behind. There are a number of monsters?
reasons for this but as Issue #6 was
Example for magic items: I could use
technically 4 months behind (barely) I
more Boots & Sandals mentioned in
do consider it an improvement even if
the list above as I barely have 1 page
under 2 weeks. Now for the excuses.
of them.
First off I had a computer crash in
March that set me back a couple of Ever write up a random encounter in
months. During that time I floundered advance?
getting Gnome Titans ready and thus This could be either a small random
started from scratch with Halflings. encounter or a complete lair from a
Third, a number of articles I thought game you ran. A small blurb on tactics
were goodly along the way took at least used (or how it played out) would be
a week each to finish, with many needed awesome!
a lot of research.
One of my goals is to publish a
There were reasons I pushed what I did random encounter for every monster I
even though it delayed things. Getting am able to.
Gnomes & Halflings settled a bit more
was important to help move Heroes & Do you include alternate races in your
Henchmen RPG out of Beta release, so I game?
wanted to push revisiting races every What are the abilities (standard and
issue this year. You might notice that available Talent list) as well as stat
Gnome Titans are not in this issue either. modifiers and preferred & available
Well, that is because the article got too stats?
long and that there are a couple of last
minute items I would like to add that I Besides PC races from the PHB there
did not have time to fully develop. So are 57 humanoids in HOBs 1-3 alone
that takes me to my final point, that (ok, cataloging all the Humanoids
every article in this issue was written by alone is a long-term work in progress,
me. To be able to release issues on time same with farm animals, animals, and
I need more contributions written by undead)
others, and that leads us right into the Do you use any variant classes (that are
next section. 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 ARGHive@gmail.com
my company has a website).

ARGH magazine 1 What Should We Contribute?


races have abilities that harken back to
Races, Classes, and mythology from the ability of gnomes to
Skills disappear to the leaping gnomes in Walt
Heroes & Henchmen RPG is intended Disney’s “The Gnome-mobile”. From
to be fully compatible with HM4e such there we can draw a number of ideas for
that a character made in one can be articles including how the various
played in the other. This fact does not gnomes in the HM4e Hacklopedia of
disallow creation of new races, classes, Beasts (or HOB) (copyright Kenzer & Co
and skills, as the GM altering existing 2001-2021 as of this writing) can be
items or creating their own is an integrated into the existing gnomish
intrinsic part of the game. Here in this races, as well as ideas on how to
section we will publish new submissions expand, alter, or just create additional
as well as revisit old favorites. culture & flavor to the existing races.
It should be noted that such gnomes get
a number of “Upsides” and
Races Revisited, part “Downsides” in the HM4e PHB that
2: Gnomes may or may not be represented here.
This issue we revisit HM4e Gnomes
and discuss ways tor customize gnomes Gnomes Sizes
for home games. First off, since most gnomes are just a
Here in this first installment we will bit over half the height of humans
cover a few general features of gnomes, gnome-sized armor should weigh as
then delve into an alternate version of little as one quarter (¼) that of human
Forest Gnomes, namely the Tree or armor. This reduction is seen in the
“Nine-Inch Gnomes” and alternate weights of Gnomish & Halflings armors
Forest Gnome(s). In later installments in the equipment charts, such as the
we will revist Gnome Titans, Gnomish “Armor in Brief” table later in this issue.
Tinker, and common “Hill” Gnomes. The cover image was selected on
purpose to go along with this article. If
A Gname of Gnomes (part 1) the bird on the cover is a raven then it
By D.M.Zwerg could be up to 26” in length with up to a
4 foot wingspan. Therefore the two
Some might question “why revisit gnomes depicted in the foreground at
Gnomes”? There are at least three types about the same distance from the viewer
of Gnomes in the HM4e PHB, up to as the black bird would be about 24” to
seven in the HOBs, so what more is the top of the head (middle gnome) or
there? 27” to the top of the head (right figure)
Well, when I first read the HM4e PHB and would be right in line with HM4e
a few things really stood out and one HOB 3 Forest Gnomes. If the bird was
was the new races available, namely an American crow, which are around
Half-ogres, Pixie-fairies, Gnomelings, 17.5” and weigh 12-57 oz and have a
and of course Gnome Titans. These new 2½ foot wingspan, then the figures

ARGH magazine 2 A Gname of Gnomes (part 1)


would be 17.5” to top of hat or head half the height of normal humans, and
respectively and would be extremely that corresponds to half the width &
undersized gnomes. So, we have our depth as well, therefore 1/8th the
support for
2ft-2½ft tall Gnome Hill Forest Tree
Forest Titans Gnome Gnome Gnome
Gnomes.
Ability Stat Rolls
Str 1d8+1d6+6 1d8+1d6+4 2d6+4 2d6+4
Gnomes & Dex 3d6 2d6+1d4+2 2d6+1d4+2 2d6+1d4+2
Leaping Con 2d6+6 3d4+6 3d4+6 3d4+6
Gnomes are
Int 1d6+2d4+4 1d8+1d6+5 1d8+1d6+5 1d8+1d6+5
not only
Wis 2d8+1 2d8+1 2d8+1 2d8+1
much smaller
Cha 3d6 3d6 3d6 3d6
than humans,
Come 2d8+1 2d8+1 2d8+1 2d8+1
but
considerably Height 3’3”-3’8” 3’3”-3’8” 2’-2’6” 6”-10”
lighter, yet Weight 51-67# 51-67# 20-27# 3¼-4¼”
are generally
just as strong Movement 6 6 9 9
if not Talents
stronger on Secret Doors
average. This Passing -- -- -- --
leads us to a Searching 1/d6 1/d6 1/d6 1/d6
number of
Concealed 1-2/d6 1-2/d6 1-2/d6 1-2/d6
interesting
Stonework
questions and
Detect Slope 1-5/d6 1-5/d6 1-5/d6 1-5/d6
down a
New Tunnel -- -- -- --
number of
Slide/Shifting -- -- -- --
strange
Stone Traps 1-7/d10 -- -- --
avenues.
Depth 1-3/d6 1-4/d6 1-4/d6 1-4/d6
A second Direction 1-3/d6 1-3/d6 1-3/d6 1-3/d6
point is that
Special Abilitie Infra (30) Infra (30) Infra (30/60) Infra (30)
the
characters Save vs Save vs Save vs Save vs
could weigh Magic Magic Magic Magic
closer to Hit Bonus Hit Bonus Hit Bonus Hit Bonus
1/8th as
AC Bonus AC Bonus AC Bonus AC Bonus
much as their
human Group Fight Dagger Dagger
bonus bonus
counterparts.
This assumes Groin stomp High kick Stealth
that they are 20% magic Swim in
fail Earth?

ARGH magazine 3 A Gname of Gnomes (part 1)


weight. This does not quite follow as Gnomes would be hard pressed to
given 6-15+ Strength for most gnomes, exceed 8x human distances, and likely
and 7-18 Strength for Gnome Titans, considerably shorter.
that their Strength scores actually
In any case, Gnomes are much more
average HIGHER than humans and yet
subject to encumbrance and thus every
they are much lighter. Thus we should
pound of weight carried reduces a
consider
gnome’s jumping considerably.
E=mc^2
Gnome Titans: 2.5x human leaps if
K.E.=1/2mv unencumbered, which still gives
sufficient latitude for high kicks well as
W= F x d
Groin Stomps. This is reduced by 2%
Power = W / T = F x displacement / for every pound they are carrying.
T = F x V (given V = d / T)
Hill & Tinker Gnomes: 2.2x human
and a bunch of other alphabet soup that leaps if unencumbered, reduced by 2%
some player will drag out to argue that if for every pound they are carrying.
gnomes are STRONGER than humans
Forest Gnomes: 5x human leaps across
yet weigh as little as 1/4th their weight
& 6x upwards. Although weight and
(2/3rds-1/4th) then they should be able
speed indicate 10x would be possible,
to jump 4x as high. Um, no. The
they are lighter and that tends to slow
problem with that is it ignores that the
them down a bit as distances start to
lever used to make the jump is only half
exceed 15-20 feet. Max distance
as long and therefore, as anyone who
reduced by 5% for every pound of
has watched any of Tod Cutler’s videos
weight they are carrying.
on the physics of crossbow draw
weights compared to longbows, greater Tree Gnomes: 15ft-20ft max, period. It
strength will not necessarily impart would be well over 16x human leaps,
higher velocities and is usually directlybut when trying to jump more than 15
proportional to the length of the power feet Terminal Velocity can slow things
stroke (aka, leg length). On the other down “a touch” so consider Human
hand the smaller gnomes have running Base x Str as reasonable max x1/2 for 4
speeds that are 50% higher than taller pounds. x1/3rd for 8 pounds, x1/4 for
gnomes indicating they are getting much 12 pounds, and so on for weight carried
more velocity out of their tiny legs. (aka, denominator +1 per 4 pounds of
weight) with the max unencumbered
Looking at the smaller gnomes in
distance of 8+Str/2 feet, increasing by
detail, Forest Gnomes weigh 1/4th to
+1ft per 4 pounds of metal carried (aka,
1/10th as much as humans whereas Tree
large fluffy objects would slow them
Gnomes weigh 1/23rd-1/57th as much
down more, and they can’t jump for
as humans. Due to the speed differential
diddly carrying a human (possibly just
Forest gnomes & Tree Gnome leaping is
as good if not better off throwing &
only reduced by 25% rather than the
hanging on), but metal tends to reduce
50% other gnomes suffer, thus Forest
loss due to Terminal Velocity.

ARGH magazine 4 A Gname of Gnomes (part 1)


Odd Thoughts on HM4e small as 6” tall, and typical garden
Multi-classing: maybe you should get gnomes that are 6”-12” tall sans their
the BEST HPs instead of the average and hats. Given HM4e introduced Pixie-
the BEST of the stat increase rolls for Fairies into the mix bringing in even
that level. You are paying XP for both smaller creatures should not be a major
classes, so shouldn’t you get the best? issue and thus the existence of Gnome
Titans implies the existence of not-so-
Some exceptions exist for casting titanic-sized gnomes we will proceed to
arcane spells while in armor. muck about a bit and present these
Another thought, maybe as you exceed various fellows into the game. Thus as
level maximums you stop having to pay the average size would be close to 9
for them? That or you can exceed them inches tall (sans the hat) the title of this
but it cost 2x, then 3x, 4x, 5x, etc the article is “Nine-Inch Gnomes”.
normal experience to advance (if you
Tree (9-inch) Gnomes
have to keep splitting then you should
Now that I have established that some
get to advance, even if much more
sort of gnome should be around 9 inches
slowly.
tall, the next next thing to do is explain
Note: I reduced Infravision down to why Forest Gnomes are the ones I chose
30ft for this version of gnomes. to be that height. The short answer is
that the other gnomes (Common/”Hill”
Gnomes, and even Tinker Gnomes)
Nine-Inch & Forest Gnomes could conceivably be all just variants of
By D.M.Zwerg
the same race whereas Forest Gnomes
First a bit on why “Nine-Inch” come across as distinctively not. First
Gnomes. off, in the write-up in HM4e HOB 3 for
Forest Gnomes they are called out as
One thing that really intrigued me
being “True Gnomes”. That alone sets
about the new “Gnome Titan” race was
them apart and implies the others may
the name as it implied their should be
well be some sort of later mix or cross-
smaller gnomes that look up to these
breed with another race. In that HOB
larger gnomes as if they were titans. To
they are already significantly shorter
recap, a Titan is the largest humanoid,
than other gnomes, aka 2-2½ feet, but it
taller than all other giants and giant-kin,
also mentions them as being “Tree
standing 25+ feet tall. Given humans are
Gnomes” which could imply they live in
typically 5-7 feet tall that puts a Titan at
trees and thus making them distinctively
3.5x-5x taller than a human. Now then,
smaller actually helps in that regard.
a Gnome Titan is 37”-44” tall therefore
Between that reference and mythology I
the type of gnomes that they are
saw the opening for two distinct types of
“Titans” in comparison to should be
gnomes, the Tree Gnomes and the Forest
under 7”-10.5” tall. My thoughts in that
Gnomes. Other factors from the entry
regard led me to recalling various myths
also fit, so we will still liberally steal
about small forest-dwelling humanoids
from that entry as well some of the main
called “kabouter” which put them as as
basis will be from other source.

ARGH magazine 5 Nine-Inch & Forest Gnomes


A second inspiration was the HM4e as halflings are friendly and less of a
“Gnomelings”. Honestly, I did not really threat even than other gnomes, and are
like them as a culture, but saw great known for their cooking and helping
potential for what their abilities could animals, which endears them to hallings
bring to gnome races in general. It had as well. Hill Gnomes quickly learn not
always gnawed on me that Fae from to mess with them as they tend to excel
mythology, such as “fairies”, “tomte”, & at casting illusions, an enclave often
“kabouter”, were never represented very includes at least one Druid, and they
much in RPGs. Therefore I loved that often have dedicated protectors that can
Pixie-Fairies were included in HM4e, kill with ease. They also excel at making
although not that the stats did not match and springing traps on the unwary.
the imagery, but that left gnomes a bit, Gnome Titans will go out of their way to
well, bland. Then there were attempt to hire their diminutive cousins
Gnomelings with many of the abilities as spell-casters. All these abilities
of the gnomes from myths, but without support a vision of Forest Gnomes as
the connection to actual myths & stories very sneaky cousins of the various Hill
to make them really stand out. Therefore Gnomes. They can chose an extra skill
in creating Tree Gnomes I basically set roll as a Baker, Cook, or Seamstress.
absconded with most of the abilities
In combat they utilize their quick
given to Gnomelings, including class
speed, leaping ability, and 95% hide
availability and level
limits (which I divided
between Tree & Forest
Tree (9-inch) Gnome Class Limits
Gnomes), and applied Class Single Multi Combos
them to this new race, Fighter 11 U Fig/Dr, Fig/Ill, Fig/Th
taking advantage of the Berserker 11 -- (not applicable)
change to muck with the Bounty Hunter 9 -- (not applicable)
abilities a bit more. Gladiator 8 -- (not applicable)
Another reason it makes Knight Errant 11 -- (not applicable)
sense to use Gnomeling Pirate 12 -- (not applicable)
as a base for Forest
Gnomes is that they are Cleric Sub-classes only
the only gnomes that can Druid (*) 14 12 Fighter/Dr, Dr/Thief, Dr/Ill.
become Druids, which Mage Sub-classes only
fits well with the Forest Illusionist 17 15 Fighter/Ill, Druid/Ill, Ill/Thief
Gnome motif.
Thief 15 13 Fighter/Th, Druid/Th
Forest Gnomes live in Acrobat 10 -- (not applicable)
the forests & copses of Assassin U -- (not applicable)
trees, likely in houses or Brigand 10 -- (not applicable)
burrows dug under and Infiltrator 10 -- (not applicable)
rising up into hollow Minstrel 17 -- (not applicable)
trees. They often aid
Pirate 12 -- (not applicable)
halfling farmers, likely
Scout 17 -- (not applicable)

ARGH magazine 6 Nine-Inch & Forest Gnomes


ability (opponents must concentrate for crossed with humans and/or giants (such
1 round to notice them) to their best as shape-shifting Ogres or the like). If
advantage. Their Hit/Dam Bonus applies they crosses then they should have the
vs Orcs, Lizardmen, and Troglodytes. Stealth ability of Gnomelings, whereas
They often use clubs or daggers. if they are the true elemental Gnomes
then they could have the ability to Swim
Forest Gnomes in Earth (dirt or rocks, needing to avoid
One thing to make clear is that Forrest metal or natural materials such as roots).
Gnomes are NOT some type of “Elf”.
Both may dwell in woods & forests but In regards to Infravision, we limited all
whereas Elves and Fae are creatures of Infravision to 30 feet for Gnomes. If
the forests, and possibly even plant Forest Gnomes are run as True Gnomes
creatures, Gnomes are creatures of earth. then they should have 30ft infravision
Paracelsus defined four elemental underground and 60 feet above ground,
beings with Salamanders for Fire, and also only get 5 BP bonus for race.
Sylphs for Air, Udines for Water, and
Gnomes for Earth. His usage may have
come from the Latin gēnomos, in turn [ More ideas can be found in the entry
from the Greek γη-νομος, meaning for Forest Gnomes in HM4e HOB 3 ]
"earth-dweller", or possible related to
the Greek Πυγμαῖοι
(Pygmaioi) aka Pygmies,
and he apparently used Forest Gnome Class Limits
Gnomi as a synonym of Class Single Multi Combos
Pygmæi only “two spans Fighter 11 9 Fig/Dr, Fig/Ill, Fig/Th
high” and able to “swim Berserker 9 -- (not applicable)
through the earth” as Bounty Hunter 11 -- (not applicable)
easily as humans move Gladiator 10 -- (not applicable)
through water. Knight Errant 11 -- (not applicable)
This gives us a number Pirate 10 -- (not applicable)
of possibilities with Cleric Sub-classes only
Forest Gnomes. If Tree Druid (*) 8 6 Fighter/Dr, Dr/Thief, Dr/Ill.
Gnomes are “True
Gnomes” then they Mage Sub-classes only
could be the actual Illusionist U 8 Fighter/Ill, Druid/Ill, Ill/Thief
Gnomelings (Halfling & Thief U U Fighter/Th, Druid/Th
Tree Gnome crosses that Acrobat 10 -- (not applicable)
now “breed true”). Assassin 12 -- (not applicable)
Another is that they are Brigand 17 -- (not applicable)
the True Gnomes and
Infiltrator 17 -- (not applicable)
thus Tree Gnomes would
Minstrel 7 -- (not applicable)
be Fae or Elf crosses and
Pirate 10 -- (not applicable)
the hest of the gnomes
Scout ? -- (not applicable)

ARGH magazine 7 Nine-Inch & Forest Gnomes


Skill Sets Revisited Skill Sets BP Stats Dice Cost
By D.M.Zwerg Admin/Politics. 19 W + Ch / 2 1d5 2,075 gp
(as inspired by Mykal Antzak) Armorer ! 22 S+I+D / 3 1d8 2,250 gp
There once was a game that Artist 8 Wis 1d10 1,850 gp
used “secondary” skills. As the Bailiff ! 13 I+W+D / 3 1d5 2,400 gp
origin of HM4e was in that Baker ! 3 Wis 1d8 550 gp
game I always felt that Skill Sets Barber ! 15 I+W / 2 1d7 2,200 gp
(called “Skill Suites” in HM4e) Blacksmith 4 S+I+D / 3 1d6 1,400 gp
were a logical progression of that Bowyer/Fletcher ! 3 I+D / 2 1d7 720 gp
concept. Brewer ! 3 Int 1d7 360 gp
In attempting to create faster Carpenter 7 Int 1d8 1,100 gp
character generation for Heroes Collier ! 10 Wis 1d8 670 gp
& Henchmen RPG I realized it Cook ! 3 Wis 1d7 400 gp
was time to round out the Skill Engineer ! 10 I+W / 2 1d5 4,200 gp
Sets for parental professions. Farmer ! 5 Wis 1d8 900 gp
Inspired by that older list I Farrier ! 11 I+W / 2 1d8 2,000 gp
created new Skill Sets which I Hayward ! 8 I+W+Ch / 3 1d7 967 gp
am including under descriptions. Healer (Herbalist) ! 17 Int 1d7 3,170 gp
The chart the official Skill Suites
Hunter ! 13 I+W+D / 3 1d7 2,500 gp
from HM4e along with my new
Husbandman ! 5 I+W / 2 1d10 1,125 gp
ones, the latter marked with an
“!”. Note that this is NOT a Laborer, common ! 4 S+I+D / 3 1d7 250 gp
comprehensive list of Skill Lapidary ! 13 Int 1d6 2,580 gp
Suites from HM4e but rather Limner/Painter 8 Int 1d6 5,555 gp
those I included for parental Mason ! 5 S+I / 2 1d8 2,000 gp
professions. Merchant ! 10 I+W / 2 1d8 850 gp
Miner ! 3 Str 1d8 900 gp
Tool Skills
As the price of 4,200gp for Tool Noble ! 8 W+Ch / 2 1d8 1,881 gp
Skills in the HM4e PHB was Reeve ! 13 W + Ch / 2 1d5 2,092 gp
ludicrous I reduced the cost of Sailor 11 Dex 1d8 1,550 gp
more common tolls skills down Scribe 3 Int 1d6 700 gp
to 50 gp and professional tools Shield Maker ! 12 S+I+D / 3 1d8 1,300 gp
(assaying, drafting, jeweler, & Shipwright 8 Dex 1d8 5,775 gp
surgery) to 100gp. Skill suites Tailor/Weaver 4 I+D / 2 1d12 500 gp
affected have costs indicated in Tanner ! 6 S+I+D / 3 1d7 750 gp
red bold. Teamster/Freighter 7 I+W / 2 1d8 1,000 gp
Skill Sets (detailed) Thug ! 10 S+W / 2 1d6 1,400 gp
In this section we will detail Trader/Barterer 13 S+W / 2 1d8 1,250 gp
Skill Sets from the HM4e GMG Trapper/Furrier* ! 12 W+D / 2 1d8 2,500 gp
(see page 71), HJ 4.05 pp.2 & Weaponsmith ! 8 S+I+D / 3 1d6 1,250 gp
10, as well as new Skill Sets Woodward ! 8 I+W / 2 1d6 1,462 gp
! - new/revised skill suite found in this text

ARGH magazine 8 Skill Sets (detailed)


introduced here for the first time. Each • Liar (Skilled) [HM4e PHB p.327]
entry includes a brief description
Armorer (22BP; new): probably the
intermingled with some vague reasoning
highest “Build Point” cost of any on
as to why we thought it was a good idea,
the list. One reason is because so
how it is used in Heroes & Henchmen
many of the skills are desired by
RPG Player Book, and followed by a list
players, and the other is because so
of the HM4e skills included in said set.
many have prerequisites. Smithing
In some cases we may rant about a skill
skills were in the “First Ed” list so
set costing too much and thus this list
included here.
may include older Skill Sets with
revised costs and why we think ours are • Armor Repair (Basic) [HM4e CG p.49 /
PHB p.322]
better. Dice are based on the average ◦ Armor Repair (Advanced) [HM4e
dice for the skills included, stats the CG p.49 / PHB p.322]
most typical for the skills, and cost • Blacksmith Tools [HM4e PHB p.335]
generally 90% of the sum total for all ◦ Blacksmithing [HM4e PHB p.322]
individual skills cost found in the set. ▪ Metalworking [HM4e PHB p.327]
• Armorer [HM4e PHB p.321]
In regards to the skill suites submitted • Leatherworking [HM4e PHB p.326]
by Linda Shippert to HackJournal and
appeared on page 2 of HJ 4.05 I rewrote Artist (8 BP; HJ5p10/GMG71): can
“Farmer’s Daughter” completely as create art in various media, especially
“Farmer” but used “Merchant’s charcoal or paint, but may need
Daughter” and “Noble’s Daughter” as additional skills and tool sets to carve
she indicated for “Merchant” and wood, sculpt stone, cast metal, or even
“Noble”. I recommend looking at her turn and fire clay.
article in HJ5p2 for ideas on skills to • Artistic Ability [HM4e PHB p.320]
help flesh out such characters. • Art Appreciation: Subset: Painting.
[HM4e PHB p.314]
On page 10 of HJ5 many of the skill ◦ Art Appraisal: Subset: Painting. [HM4e
suites mentioned in brief in the HM4e PHB p.314]
GMG were expanded to a format more • Art Appreciation: Subset: Sculpture.
[HM4e PHB p.314]
in line with skills in the HM4e PHB and ◦ Art Appraisal: Subset: Sculpture.
skill suites in the HM4e CG. [HM4e PHB p.314]

Administrator/Politician (10 BP; Bailiff (14 BP; new): effectively a


HJ5p10/GMG71): could be a mayor, steward of a manor or a group of
alderman, or a court administrator, villages, these normally middle class
they act as leaders, assistants to professionals ran the estate, enforced
leaders, or middle managers. the lord of the manor’s will, collected
Variations exist and may be detailed taxes, and potentially held court if the
separately. lord was unavailable. Different from
• Leadership (Basic) [HM4e PHB p.316] Administrator as they are also in
◦ Leadership (Committee) [HM4e PHB charge of records and have to run
p.316]
▪ Administration [HM4e PHB p.313] villages.

ARGH magazine 9 Skill Sets (detailed)


• Leadership (Basic) [HM4e PHB p.316] fires of sufficient heat and often
◦ Leadership (Committee) [HM4e PHB metalsmithing.
p.316]
▪ Administration [HM4e PHB • Blacksmith Tools [HM4e PHB p.335]
p.313] ◦ Blacksmithing [HM4e PHB p.322]
• Orchestrate Task [HM4e PHB p.328] ▪ Metalworking [HM4e PHB p.327]
• Liar (Skilled) [HM4e PHB p.327] • Firebuilding [HM4e PHB p.324]
• Reading/Writing (known language)
[HM4e PHB p.328]
Bowyer/Fletcher (3 BP; new): as a
Baker (8 BP; new): kneads & bakes profession it adds Carpentry Tools for
breads either with licensed from a harvesting & shaping the wood and
manor or from a city (due to fire risk). forestry to help recognize the best
Often gets starters/yeast from a nearby wood for bows & arrows. They can
brewery or maintains/gathers it not make arrowheads beyond wooden
themselves. ones (blunts) but can also make their
own glues and know which feathers to
• Botany [HM4e PHB p.314] use for arrows. Can even make
• Culinary Arts [HM4e PHB p.314] crossbows if any metal bits are made
• Firebuilding [HM4e PHB p.324]
by a smith.
Barber (14 BP; new): more accurately • Bowyer/Fletcher [HM4e PHB p.322]
• Carpentry Tools [HM4e PHB p.336]
called “barber surgeons” medieval • Forestry [HM4e PHB p.315]
barbers handled shaving & grooming
using razors to amputations. Indicates Brewer (3 BP; new): skilled in
training in identifying and treating cultivating yeast and turning it into
physical injuries using surgery. Most beer or ale. Making wine requires
professional surgeons will add Vinting is a skill identical to brewing
Anatomy: Specific for at least their but allows for making alcohol out of
own race in addition. fruits rather than grains and is a
• Anatomy, Basic [HM4e PHB p.313] different specialty.
◦ Anatomy (Vital: <own race>) [HM4e
• Botany [HM4e PHB p.314]
PHB p.313]
• Brewing [HM4e PHB p.322]
• Firebuilding [HM4e PHB p.324]
• Firebuilding [HM4e PHB p.324]
• First Aid Skill Suite [HM4e PHB p.324]
(First Aid: Cauterize Wound )
(First Aid: Sew Own Wounds) Carpenter (8 BP; HJ5p10/GMG71):
(First Aid: Sew Wounds) does woodworking and joinery
• Surgery Tools [HM4e PHB p.32x] including building houses and
scaffolding.
• Shaving/Grooming [HM4e PHB p.318]
• Carpentry Tools [HM4e PHB p.336]
Blacksmith (4 BP; HJ5p10/GMG71): ◦ Carpentry [HM4e PHB p.322]
▪ Shield Repair, Wood [HM4e PHB
there is more to making iron tools &
p.330]
items than just knowing how to work • Forestry [HM4e PHB p.315]
the metal. It also involves being
skilled with building and maintaining Collier (10 BP; new): haul/deliver coal

ARGH magazine 10 Skill Sets (detailed)


& charcoal, some also travel doing “Metalsmithing” skill as many may
burning charcoal for local use. utilize premade horseshoes and nails
• Animal Lore [HM4e PHB p.313] only needing blacksmithing to make
◦ Animal Handling [HM4e PHB p.321] alterations like custom sizes.
• Charioteering [HM4e PHB p.323]
• Anatomy (Basic) [HM4e PHB p.313]
• Firebuilding [HM4e PHB p.324]
◦ Anatomy (Vital: Horse) [HM4e PHB
p.313]
Cook (3 BP; new): generally a servant • Animal Lore [HM4e PHB p.313]
in a manor or a licensed business in a ◦ Animal Handling [HM4e PHB p.321]
city that cooks meals for others. • Blacksmith Tools [HM4e PHB p.335]
◦ Blacksmithing [HM4e PHB p.322]
• Culinary Arts [HM4e PHB p.314] • Firebuilding [HM4e PHB p.324]
◦ Cooking [HM4e PHB p.323] • Veterinary Healing [HM4e ZG p.72]
• Firebuilding [HM4e PHB p.324]
Hayward (8 BP; new): assistant to the
Engineer (10 BP; new): a person that reeve that watches for animals
determines where to build and designs breaking into the village fields like
structures from bridges to siege hay meadows.
engines. Many engineers also have
• Animal Lore [HM4e PHB p.313]
some mathematical abilities (basic, if • Leadership (Basic) [HM4e PHB p.316]
not advanced) but that is not necessary • Observation [HM4e GrG p.67]
for the basic profession. • Orchestrate Task [HM4e PHB p.328]
Construction ( = C:)
• C: (Defense Works) [HM4e PHB p.323] Healer (Herbalist) (17 BP; new):
• C: (Fortifications) [HM4e PHB p.323] indicates training in identifying and
• C: (Siege Works) [HM4e PHB p.323] treating physical injuries and
• Engineering [HM4e concocting herbal remedies (or
PHB p.315]
◦ (Fortifications) [HM4e PHB p.315]
poisons) to aid persons of at least their
◦ (Public Works) [HM4e PHB p.315] own race.
• Anatomy, Basic [HM4e PHB p.313]
Farmer (5 BP; new): raises fruit or ◦ Anatomy (Vital: <own race>) [HM4e
grain crops and/or animals on farms. PHB p.313]
Revision of “Farmer’s Daughter Skill • First Aid Skill Suite [HM4e PHB p.324]
• Botany [HM4e PHB p.314]
Suite” from HJ5 p.2. • Healing [HM4e PHB p.325]
• Agriculture [HM4e PHB p.313] • Herbalism [HM4e PHB p.315]
◦Farming [HM4e PHB p.324] • Plant ID: Holistic [HM4e PHB p.316]
• Animal Lore [HM4e PHB p.313]
◦ Animal Handling [HM4e PHB p.321] Hunter (13 BP; new): one who hunts
• Weather Sense [HM4e PHB p.316] game including tracking of animals.
Farrier (11 BP; new): a smith that • Animal Lore [HM4e PHB p.313]
• Distance Sense [HM4e CG p.50]
specializes in shoeing horses, they • Identify Animal by Tracks [HM4e PHB
also tend to be part animal doctor as p.326]
well. In rural areas they may double as ◦ Hunting [HM4e PHB p.326]
blacksmiths. Note that they lack the ◦ Tracking Game [HM4e PHB p.332]
• Forage for Food (by Climate) [HM4e

ARGH magazine 11 Skill Sets (detailed)


PHB p.325] stones in settings, not work the metal
• Glersee (Trail Markers) [HM4e PHB itself.
p.317]
• Appraising [HM4e PHB p.314]
• Map Sense (was Direction Sense) [HM4e
◦Appraisal: Gemstone [HM4e PHB
PHB p.327]
p.314]
• Slip Away Into Shadows [HM4e PHB
▪ Gem Cutting [HM4e PHB p.325]
p.330]
• Jeweler Tools [HM4e PHB p.336]
• Stealthy Movement [HM4e PHB p.331]
◦ Jeweler (partial) [HM4e PHB p.326]

Husbandman (5 BP; new): a person Limner/Painter (8 BP; HJ5p10/


that raises animals, specifically GMG71): a person who does fine
breeding stock. Husbandmen can do painting be it illuminating manuscripts
basic (but not advanced) animal or just lettering signs. Many get roped
training for certain purposes, typically into helping make and detail maps.
draft.
• Art Appreciation: Subset: Painting.
• Agriculture [HM4e PHB p.313] [HM4e PHB p.314]
◦ Farming [HM4e PHB p.324] ◦ Art Appraisal: Subset: Painting. [HM4e
• Animal Lore [HM4e PHB p.313] PHB p.314]
◦ Animal Handling [HM4e PHB p.321] • Cartography: Overland [HM4e PHB
▪ Animal Training (specific animal p.323]
type) [HM4e PHB p.321] • Reading/Writing [HM4e PHB p.328]
• Drafting Tools [HM4e PHB p.336]
Laborer, common (4BP; new): a
person skilled in all the various tool Mason (3 BP; new): a specialist in
skills is able to work in many trades as hewing & shaping of, and
long as properly supervised by a construction using, stone and can lay
specialist. The total skill cost of brick. Stone carvers combine Artistic
around 10,900gp is ridiculous for Ability if not the Artist skill set with
common labor so we went with 250gp this set.
instead. • Construction Tools [HM4e PHB
p.336]
• Blacksmith Tools [HM4e PHB p.335]
• Engineering [HM4e PHB p.315]
• Carpentry Tools [HM4e PHB p.336]
• Construction Tools [HM4e PHB p.336] • Mining Tools [HM4e PHB p.336]
• Laborer (general) [HM4e PHB p.326] • Stonemasonry [HM4e PHB p.331]
• Leatherworking Tools [HM4e PHB
p.336] Merchant (10 BP; HJ5p2): the skill list
• Mining Tools [HM4e PHB p.336] is from HJ5 but to me this set
represents that of wealthier, upper
Lapidary (13 BP; new): technically a middle class merchants, guild masters,
person that cuts, polishes, engraves, or or money lenders. Such would
even just deals in gemstones, it often typically hire Trader/Barterers and
includes designing or helping design Scribes to handle most of the day-to-
jewelry (if also have Artistic Ability, day duties in the trenches and
etc). A lapidary without metalworking concentrate on “higher” skills. Many
skills can only use the Jeweler skill to may have a secondary Skill Set more
design jewelry and possibly fixing in line with their area of specialty.

ARGH magazine 12 Skill Sets (detailed)


• Bargain Sense [HM4e PHB p.322] Noble (8 BP; HJ5p2): a base set of
• Bartering [HM4e PHB p.322]
• Coin Pile Numerical Approximation
skills for the typical MUC or higher
[HM4e PHB p.323] social class character. See page 2 of
• Haggle [HM4e PHB p.325] HJ 4.05 for other additional skills a
noble may want to consider taking.
Miner (3 BP; new): anyone who was We encourage home GMs to create
trained to work in a mine for a living. customized versions of this set of
Note that in some coastal & skills for each nation or specific sub-
mountainous areas local farmers may culture in their home game.
mine seasonally to boost income. • Customs and Etiquette (culture) [HM4e
• Construction Tools [HM4e PHB p.336] PHB p.315]
• Laborer (General) [HM4e PHB p.326] • Dancing (Ballroom) [HM4e PHB
• Mining Tools (stone working) [HM4e p.321]
PHB p.326] • Heraldry [HM4e PHB p.315]
• Knowledge of Courtly Affairs [HM4e
PHB p.334]
Navigator (11 BP; *-revised CG51/ • Mingling [HM4e PHB p.334]
GMG71): “This skill set combines an in • Social Etiquette [HM4e PHB p.335]
depth knowledge of heavenly bodies as
they relate to navigation with the Reeve (14 BP; new): the village peasant
swimming skills important to one who elected by the village to collect taxes
makes his living on the sea. This synergy
and act for the manor. They may also
grants the navigator using the skill set a
further 10 % reduction to his chances of
represent the village to the manor as
becoming lost as sea. (In addition to that well. Due to their role in helping run
granted by the nautical navigation skill.)” the village they are different from
-HM4e Combatant’s Guide p.51 Administrators and also have
Revision: we altered it from the Tracking.
original in the GMG to account for the • Intelligence Gathering [HM4e PHB
use of charts as navigation aides. This p.326]
added Map Sense and a variant on • Leadership (Basic) [HM4e PHB p.316]
◦ Leadership (Committee) [HM4e PHB
Cartography: Overland we dubbed p.316]
“Coasts & Oceans” to account for ▪ Civil Administration [HM4e PHB
nautical charts, as well as the need for p.314]
the Mathematics, Basic skill out of • Liar (Skilled) [HM4e PHB p.327]
HackJournal 4.06 to cover doing • Tracking [HM4e PHB p.332]
calculations to plot location on charts.
Sailor (11 BP; CG52/GMG71): “This
• Astrology [HM4e PHB p.327] skill set rolls up many of the important
• Map Sense [HM4e PHB p.327] facets of being a sailor into one
◦ Cartography: Coasts & Oceans [variant convenient package. Naval cadets often
of “Overland” from HM4e PHB p.323]
• Mathematics, Basic [HJ 4.06 p.16] start their career with this skill set.” -
• Navigation, Nautical [HM4e PHB HM4e Combatant’s Guide p.52
p.327] • Seamanship [HM4e PHB p.329]
• Swimming, Dog Paddle [HM4e PHB
• Swimming, Dog Paddle [HM4e PHB
p.331] p.331]

ARGH magazine 13 Skill Sets (detailed)


◦ Swimming [HM4e PHB p.331] So, basically a carpenter that
• Fishing [HM4e PHB p.324] specialies in building boats & ships,
• Navigation, Nautical [HM4e PHB
p.327] although “lesser” boat specialists
• Rope Use [HM4e PHB p.329] would more properlybe boatwrights
much the way that cartwrights are
Scribe (3 BP; HJ5p10/GMG71): a lesser wainwrights (wagons & carts)
person who copies books or and wheelwrights a specialist as well.
manuscripts, keeps records (such as for • Seamanship [HM4e PHB p.329]
courts or merchants), or just reads & • Carpentry Tools [HM4e PHB p.336]
writes letters for the illiterate. Many ◦ Carpentry [HM4e PHB p.322]
have specialties such as translators or • Seamstress/Tailor [HM4e PHB p.330]
clerks.
Tailor/Weaver (4 BP; HJ5p10/
• Reading/Writing [HM4e PHB p.328] GMG71): any of the various people who
• Mathematics, Basic. [HJ 4.06 p.16]
make cloth or sew clothing. Those skills
Shield Maker (12 BP; new): works have such crossover that regardless of
wood, leather, and/or metal to make & specialy an apprentice would be taught
repair shields. As bucklers and umbos the basics of both, plus learn to gossip.
(shield bosses) are made of raised metal, • Weaving [HM4e PHB p.333]
it helps to know metalworking even if • Seamstress /Tailor [HM4e PHB p.330]
• Idle Gossip [HM4e PHB p.334]
one’s trade is wooden shields. GMs may
split this into separate wood & metal
Tanner (6 BP; new): a person who tans
specialties to lower the BP costs. Does
leather. This suite can also be used for
not include the Carpentry skill as that
leather-workers in general.
would imply ken of complex joinery.
• Anatomy, Basic [HM4e PHB p.313]
• Blacksmith Tools [HM4e PHB p.335]
◦ Blacksmithing [HM4e PHB p.322] • Leatherworking [HM4e PHB p.326]
▪ Metalworking [HM4e PHB p.327] • Leatherworking Tools [HM4e PHB
• Shield Repair (Metal) [HM4e p.336]
PHB p.330]
• Carpentry Tools [HM4e PHB p.336] Teamster/Freighter (7 BP; *-revised
• Leatherworking, [HM4e PHB p.326] HJ5p10/ GMG71): some are a little off
◦ Shield Repair (Wood) [HM4e PHB and can slide, this one was WAY off due
p.330]
to missed prerequisites. Those that drive
Shipwright (8 BP; CGp52/GMG71): wagons & carts professionally tend to
“The skilled shipwright has an know the basics of lading (fitting
understanding of carpentry as it relates to everything on in just the right place &
techniques for making wood resistant to balancing loads using Complex
water. This synergy adds +5% to the Geometric Estimation), and basic wagon
standard quality of work for crafting ships repair (carpentry), besides “just”
when a successful shipwright skill set skill handling animals & driving wagons
check is made. Go ahead and (politely!) (Charioteering).
inform your GM of your bonus.” -HM4e Revision: cost of Animal Lore &
Combatant’s Guide p.52. Carpentry Tools added (+3BP), and

ARGH magazine 14 Skill Sets (detailed)


Mastery Die mathematically averaged to game, usually in cold weather, and a
8.33 so changed to 1d8. Oddly enough, furrier does initial processing of pelts
using the “50 gp” cost for Carpentry into usable furs. As they actively
Tools put the cost and within 100 gp oftransport and trade the furs as well
original so we just left that part alone.
Haggle and Barter make or break a
• Animal Lore [HM4e PHB p.313]
furrier. Many also add Mapless Travel or
◦ Animal Handling [HM4e PHB p.321] Survival skills to the mix, but they are
• Charioteering [HM4e PHB p.323] not mandatory for the profession.
• Carpentry Tools [HM4e PHB p.336]
• Animal Lore [HM4e PHB p.313]
◦ Carpentry [HM4e PHB p.322]
• Bartering [HM4e PHB p.322]
• Complex Geometric Estimation. [HM4e
• Distance Sense [HM4e CG p.50]
PHB p.323]
• Haggle [HM4e PHB p.325]
• Identify Animal by Tracks [HM4e PHB
Thug (10 BP; HJ5p10/GMG71): a p.326]
“thief” that (helps) “steal” by means of • Set Snares [HM4e PHB p.330]
intimidation. Could be a mugger, leg • Set Traps, Advanced [HM4e GrG p.67]
breaker, or just a hired goon. • Skinning [HM4e PHB p.330]
• Slaughter: Game Animal [HM4e PHB
• Feign Toughness [HM4e PHB p.334] p.330]
◦ Intimidation [HM4e PHB p.334] • Forestry [HM4e PHB p.315]
• Flex Muscle [HM4e PHB p.334] ◦ Woodland Lore [HM4e PHB p.316]
• Art of Beating [HM4e PHB p.319]
• Threat Gesture [HM4e PHB p.335] Weaponsmith (8 BP; new): another
• Dirty Fighting [HM4e PHB p.319]
specialty smith, many are skilled at
using leather for handles as well as
Trader/Barterer (13 BP;
making leather sheaths. Wooden
HJ5p10/GMG71): a “lesser” merchant
scabbards can be another specialty.
type, they often are or act as agents for
wealthier merchants. Others could be • Blacksmith Tools [HM4e PHB p.335]
independent street vendors or mongers. ◦ Blacksmithing [HM4e PHB p.322]
• Leatherworking [HM4e PHB p.326]
• Haggle [HM4e PHB p.325] • Leatherworking Tools [HM4e PHB
• Bargain Sense [HM4e PHB p.322] p.336]
• Street Cred [HM4e PHB p.335] • Metalworking [HM4e PHB p.327]
• Bartering [HM4e PHB p.322] ◦ Weaponsmithing [HM4e PHB p.333]
• Appraising [HM4e PHB p.314]
Woodward (8 BP; new): the villager,
Trapper/Furrier (12 BP; *-revised): and assistant to the village Reeve, who
to be honest, this one is so revised as to tracks the number of pigs going into &
be a different skill set from the one in out of the woods each year, checks on
the HM4e GMG. One reason was that it what trees are being cut, and gathers
did not include any of the skills for intelligence about who is poaching and
setting snares that is the bread & butter when (so as to aid or foil their capture).
of a trapper/furrier, like Set Snares &
• Forestry [HM4e PHB p.315]
Animal Lore. As I added to it I realized • Intelligence Gathering [HM4e PHB
it was getting a bit too long and p.32]
separated it into Hunter. A trapper traps • Liar (Skilled) [HM4e PHB p.327]
• Tracking [HM4e PHB p.332]

ARGH magazine 15 Skill Sets (detailed)


(The Unexplained Chart) chart”. It is my intention to try to include
This section contains “the unexplained such a chart for a few reasons:

Beast of Burden Chart


Speed Carry Capacity
Sub-type Walk Trot Canter Gallop Full * Full Half Third Zero **

Riding/Work Horses
Pony 6 12 18 24 30 160 # 240 # 320 # 380 #
Riding 12 24 36 48 60 180 # 270 # 360 # 440 #
Wild 12 24 36 48 60 170 # 255 # 340 # 425 #
Draft 6 12 18 24 30 260 # 390 # 520 # 650 #

War Horses
Light War 12 24 36 48 60 170 # 255 # 340 # 490 #
Medium War 9 18 27 36 45 220 # 330 # 440 # 550 #
Heavy War 6 13 21 27 33 260 # 390 # 520 # 650 #

Other Beasts of Burden


Donkey 6 9 12 15 18 230 # 335 # 460 # 515 #
Mule 6 12 18 24 30 250 # 375 # 500 # 625 #
Bull
Cow
Ox 3 9 10 11 12 300 # 450 # 600 # 750 #
Billy Goat 6 9 12 15 18 230 # 335 # 460 # 515 #
Nanny Goat 6 12 18 24 30 250 # 375 # 500 # 625 #
Ram (sheep)
Ewe (sheep)
Wether (sheep)
Boar (swine)

*Beasts can only achieve this speed when falling, although the numbers can soar if
the beast happens to fall off a cliff.
** - Approaching this weight load will cause the animal to make a morale check.
Missing it means it will attack and/or try and shake off the extra weight. Going even
an ounce over this weight collapses the animal, killing it instantly.

ARGH magazine 16 (The Unexplained Chart)


1) Given
GMs & Beast Prices Worthless Broken Typical / Good / Extra-/ Weight
Players an Sub-type / Nag * Down Average Spirited Charger (lbs)
introductory
look to items Horses & Ponies
we at ARGH Pony 32 sp 6 gp 30 gp 60 gp 120 gp 800
are working Stallion 57 sp 6 gp 60 gp 240 gp 2400 gp 1400
on.
Mare 44 sp 8 gp 40 gp 80 gp 160 gp 1100
2) To gauge Draft Team 81 sp 50 gp 500 gp 1000 gp 2000 gp 2000
reactions to
works in
Geldings, Trained
progress. Riding 44 sp 8 gp 75 gp 150 gp 300 gp 1100
Light War 50 sp 15 gp 150 gp 300 gp 600 gp 1250
3) To inspire
home GMs Medium War 59 sp 23 gp 225 gp 450 gp 900 gp 1450
to create Heavy War 81 sp 40 gp 400 gp 800 gp 1600 gp 2000
their own
narratives Cattle (weights based on Jersey cows & bulls)
independent Bull 48 sp 62 sp 200 sp 40 gp 80 gp 1200
of “official” Cow, milk 34 sp 34 sp 100 sp 20 gp 40 gp 850
versions as
home GMs Calf 6 sp 14 sp 50 sp 10 gp 20 gp 150
are Ox 44 sp 49 sp 150 sp 30 gp 60 gp 1100
ultimately
the arbiters Sheep
of their own Ram 6 sp 12 sp 40 sp 8 gp 16 gp 170
games rather Ewe 6 sp 7 sp 20 sp 4 gp 8 gp 150
than authors
and game Wether 6 sp 5 sp 15 sp 3 gp 6 gp 150
designers. Other Beasts of Burden
Ape, Pack 16 sp 150 gp 1500 gp 3000 gp 6000 gp 400
Camel 40 sp 5 gp 50 gp 100 gp 200 gp 1000
[Manglar’s
note: not in
Donkey 24 sp 26 sp 80 sp 16 gp 32 gp 600
centerfold as Burrito 11 sp 13 sp 40 sp 8 gp 16 gp 275
did not want Mule 32 sp 28 sp 80 sp 16 gp 32 gp 800
to split
article] Dwarven War 40 sp 130 gp 1300 gp 2600 gp 5200 gp 1000
Billy Goat 8 sp 5 sp 12 sp 24 sp 48 sp 200
Nanny Goat 5 sp 4 sp 10 sp 2 gp 4 gp 130
Boar (swine) 10 sp 28 sp 100 sp 20 gp 40 gp 250
Sow (swine) 8 sp 10 sp 30 sp 6 gp 12 gp 220
Elephant 407 sp 40 gp 200 gp 400 gp 800 gp 10000
* - see appropriate monster / HoB listing for additional value (hide, etc)

ARGH magazine 17 Assayed Equipment


Assayed Equipment Units of Measure
By D.M.Zwerg
At ARGH we try to research individual
pieces of equipment to determine the In HJfor4e #2 we mentioned a number
actual weights, external dimensions, and of loads & measures, particularly
carrying capacities of the objects and dealing with units applicable to carts &
from there theorize on their use in wagons, but also a few animals or
medieval settings. In this section we professional bearers would haul. In this
look at various pieces of equipment a bit issue we will be concentrating drinking
more in depth, and often in a different vessels and thus will concentrate on
way, than presented in the HM4e PHB, fluid volumes.
as well as alternative equipment Gallons (gal) – a unit of volume most
available if not used for the same or familiar to most Americans as the
similar purposes in medieval settings. “gallon of milk” and the “5-gallon
pail”. Dry gallons can be slightly
different than liquid gallons (you have
Drinking Vessels, part 1 been warned).
By D.M.Zwerg A gallon (US, liquid) is 3.78 liters,
When I thought back to all my times which is easy to convert to cubic
volunteering at Gary Con and pondered decimeters, aka 231 cubic inches.
what images the name Autumn Revel 5-gallon pail has inner dimensions of
conjure up in my mind, my thoughts around 12” depth and about 11¼”
drifted back to Happy Hours at Gary round (diameter). Water weighs about
Con and Spotted Cow on tap. Letting 8 pounds per gallon.
my mind drift I thought on cows and Ounce (oz) – can indicate weight,
beer, and I realized I just HAD to volume, or amount of precious metal
include some sort of article that included (the last we will ignore for now). As
drinking horns. That led to research into weight there are 16 ounces to the
other drinking vessels as well and before pound. In liquid (volume) measures
I knew it the article was approaching 10 there are 8 fluid ounces to the cup, 2
pages! As the issue is getting too long I cups to the pint, 2 pints to the quart,
therefore broke it up into 3-4 parts and and 4 quarts to the gallon (16 cups,
this first set will include Units of 128 oz (fluid)). In dry volume
Measure as well as Horn Vessels (aka, measures there are 2 teaspoons (tsp) to
the shortest section and what inspired the tablespoon (tbsp), 2 tbsp = 1 oz
the series) and Metal Vessels (to provide (fluid), 16 tbsp = 1 cup, thus 1 cup is
equipment tables for metal containers still 16 oz (fluid).
detailed in HJfor4e #6 pp.20-24).
Pint (pt) – 16 ounces of volume, 2 per
quart, 8 per dry gallon.
Teaspoon (tsp) – 1/6th of an ounce of
volume, there are 48 to the cup. There
are 3.325 tsp per cubic inch.

ARGH magazine 18 Units of Measure


Horn Vessels Funnel – effectively a hollowed ox
Making horns into drinking vessels and horn used to load powers or liquids into
other uses (including lantern panes) vials, sachets, or even to refill ink wells.
appears period to the viking era. We Weight: 4 oz
rounded wgt. & cap. from AleHorn Capacity: 1/2 pint
website: https://www.alehorn.com/ Size: 4” mouth tapering down
to ¼” 6” long or less
Saves as:
Saves as:
Content Protection:
Cost: 6 cp
Bowl, small – basically a very short
Ink Horn – a small cow/ox horn with
nearly flat ox horn cup.
flat bottom hollowed as an ink well. Ink
Weight: 6-7 oz horns tend to have very wide bases to
Capacity: ½ pint or so their volume to prevent them from
Size: 4” round x 2” tall tipping over
Saves as:
Cost: 5 cp Weight: 2-3 oz or more
Capacity: 1 oz
Cup – ox horn cup with flat bottom. Size: 2”-4” round x 1”-2” tall ?
Weight: 1.5 # Saves as:
Capacity: 1 pint Cost: 7 cp
Size: 5”-7” & 4” diameter Signal Horn – similar to a drinking
(6” with handle) horn but hollowed all the way through,
Saves as:
some can double as a funnel. By use of
Cost: 6 cp
caps it could be sealed and used for dry
Drinking Horn – a drinking horn powders.
carded out of a full ox horn.
Weight: 1/2 #
Weight: 2# Capacity: about a pint or so
Capacity: 1 pint Size: 11”-16” tall by 4”-5”
Size: 12” tall by 4”-5” diameter diameter
Saves as: Saves as:
Cost: 8 cp Cost: 1 sp (workmanship)

Containers: Horn Vessels & Containers


Size Capacity
Item Len Wide Hgt Wgt. Wgt Dry Gal Cost Notes
Horn Vessels (horn)
Drinking horn 4-5 in diam. 12 in 2# 1/8 8 cp 1 pint
Ink Horn 2-4 in diam. 1-2 in 0.13 # 1/64 7 cp 1 oz
Signal Horn 4-5 in diam. 11+ in 0.5 # 1/8-¼ 1 sp 1 pint or so
Cup (horn) 4 in diam. 5-7 in 1.5 # 1/8 6 cp 1 pint
Small Bowl (horn) 4 in diam. 2 in 0.38 # 1/10 5 cp ½ pint or so
Funnel (horn) ¼ to 4” diam. 6 in 0.25 # 1/16 6 cp ½ pint

ARGH magazine 19 Horn Vessels


Metal Vessels basically “bottle-like” vessels that are
The most common type of metal larger than vials but smaller than bottles
drinking vessel is the tankard, but & canteens, yet are designed to be
various such cups exist. In the HJfor4e carried and used to drink out of. Raised
#6 article “Cook’s Kettle Armor” we metal welded at seems to make a pint
covered a number of metal containers flask are somewhat anachronistic.
including tankards, flasks, and drinking (See HJfor4e #6 pp.20-21 for
vessels, but did not include a proper descriptions of metal flasks).
equipment table covering size, weight,
& capacity, thus we will do so here.
You may note that the “weight Tankards & Metal Mugs
capacity” of most metal containers are Tankard generally indicates a cast
missing. This is because, well, I silver or pewter mug, wither thinner
honestly do not know what their walled beaten copper a popular but
maximum capacities are. They will usually lighter option. The origin of the
easily hold a pint (reference the saying word tankard appears to related to its
“a pint is a pound the world round” in size, aka originally about 1 quart.
reference to weight of water or ale) and In researching tankards I discovered
modern tin cans handle several pounds some links that I did not have room to
of nails & screws without major issue, share in Issue #6. I am NOT endorsing
although they might deform a bit if these sites or anything they may sell,
“beaten copper” or such, but I did not just indicating where I did a little
find weight limits in my research. research into tankards in case others
Perhaps others will have more luck. wish to go look for themselves. They are
as follows:
Flask & Canteens First link is to a drinking vessel blog,
Flasks include a number of different this goes more into the etymology
shapes, sizes, and materials, but they are (and opinions on the various opinions

Containers: Metal Drinking Vessels


Size Capacity
Item Len Wide Hgt Wgt. Wgt Dry Gal Cost Notes

Tankards & Metal Cups/Mugs (metal)


Beaten Copper 3.75 in 3.5 in 5 in 0.5 # 1/8 2 sp thin metal
Tin Cup hurlable
Engraved Copper 4.25 in diam. 5 in 0.5 # 1/8 1 gp thin metal
Engraved Silver 4.25 in diam. 5 in 0.8 # 1/6 2 gp as if empty
Pewter, light 4.25 in diam. 5.5 in 0.73 # 1/8 1 sp thin metal
Flask (metal) (metal)
Hip flask, copper 2.5 in 1.1 in 5.5 in 0.44 # 1/16 thin metal
Gary Con steel 3.75 in 1 in 5.75 in 0.25 # 1/16 thin metal

ARGH magazine 20 Metal Vessels


of the etymology) than most of the ard-capacities
other sources: FYI ¼ pint to 4 pints in size.
https://blog.oup.com/2013/01/tankar (See HJfor4e #6 pp.20 for descriptions
d-word-origin-etymology-drinking- of metal tankard, cups, & mugs. Note
vessel/ there are also “Metal Mugs” on p.22 of
Online Etymology Dictionary: that issue that apparently just repeat the
https://www.etymonline.com/word/t beaten copper & tin cup entries from
ankard “large tub-like vessel” late page 20. Whoops, that can happen when
th
14 century. Possibly from Latic the editor is also the author!)
cantharus (aka, “large drinking cup
with two handles”), or per Earnest
Klein maybe from the French tant Other Metal Containers
quart (aka, “as much as a quarter”), Just a holder to drop in a chart for all
either way first recorded reference to the other metal objects mentioned in
it as a drinking vessel from the late HJfro4e #6 pp.21-24 including Iron
th
15 century. Pots, cauldrons (aka, iron pots), and
even metal spoons & ladles. A wooden
Dictionary.com: ladle appears to have slipped in as well,
https://www.dictionary.com/browse/ but such is life.
tankard?s=t mentions it can be silver,
pewter, or glass, and sometimes with a Errata: 2-egg pan on page 21 of
hinged lid HJfor4e #6 should weigh only 3.2
pounds not 32 pounds.
BayATankard.com on Tankard
capacities:
https://buyatankard.com/pages/tank

Containers: Pots, Pans, & Ladles


Size Capacity
Item Len Wide Hgt Wgt. Wgt Dry Gal Cost Notes

Iron Pots (thick metal)


Frying Pan, two-egg 6.5 in diam. 1.5 in 3.2 # cast iron
Sizzler Pan 12 in 6 in 1.25 in 6# cast iron
Dutch Oven & Fry Lid 11 in diam. 4.5 in 5# ¾ 2 gp cast iron
Wok (raised steel) 7-10 in diam. 2 in 2-3 # 1 gp metal/steel
Pot, Small footed 17 in diam. 10 in 36 # 70 # 5 5 sp cast iron
Cauldron, Teeny-Tiny 6 in diam. 4 in 2# 5 sp w. lid
Cauldron, Tiny 5 in diam. 3 in 1.75 # 20 # 0.13 cast iron
Dutch Oven 14 # 1.25 2 gp cast iron
Cauldron, Small Footed 12 in diam. 14 in 50 # 100 # 10 7 gp cast iron
Stew Pot, Legged 27 in diam. 13 in 126 # 220 # 25 13 gp cast iron
Stew Pot, Large 42 in diam. 26 in 282 # 800 # 90 20 gp cast iron
Ladles & Spoons
Ladle or Spoon (metal) 4 in diam. 15.5 in 1.25 # 29 sp metal/hard
Pottage Ladle (wood) 10 in 0.2 # 1/16 2 cp 1 cup
Silver Measuring Spoons 0.3 # 10 to 240 grain 156 cp set of 6 fine
ARGH magazine 21 Metal Vessels
Manors & Manses 1-mile hexes
Mile-hexes (1 mile side to side, thus “1-
This section is for PC and NPC
mile hex”) are about 0.866 of a square
holdings, including land.
mile. As villages tend to be 1-3 mile-
hexes in size, including the fields, this
Mapping Mania 2: scale helps detail where individual
villages are located, and, if blown up to
Scaling Maps take up a whole page, fields and
By D.M.Zwerg
possibly placement of individual
Most campaign settings utilize 24-mile structures. Each 1-mile hex equals about
or 30-mile hexes and assign a single 554.256ac.; there are roughly 13-14
terrain type to such a hex, and possibly “forties” in a typical 1-mile hex (16
note where cities are as well. What this forties to the square mile), or just under
tends to lead to is players & GMs 18.5 virgate.
believing there is little if anything
3-mile hexes
located between major points. The
One 3-mile hex consists of nine mile-
advantage subscale maps of terrain
hexes, equivalent to the domain of one
include ideas for planning encounters
or more knights and averages 4 or so
based on line of sight per terrain type as
villages. It can be ideal for mapping
well as locating manors that may send
travel where limited line of sight is
out patrols, lairs for monsters & bandits,
common such as forests, rough, and
and even where local peasants are from.
maybe hills & swamps. It can provide
In this installment we will look at what
additional detail for 6-mile, 24-mile, and
map scales are good for what level of
30-mile hexes.
detail, plus the “best” scales for moving
between hex sizes (for ease of mapping 4-mile hexes
& geomorphs). Containing sixteen mile-hexes, this
scale is similar to a 3-mile hex but may
Hex Sizes & Manors contain 2 to up to 7 knightholds. It
Hexes can be mapped in various scales, works well for aid in detailing 8-mile
each having advantages in potential and 24-mile overland maps, but is
levels of detail and defining who clumsy if not useless for 30-mile hexes.
controls them. It is included as the hex map on page

ARGH magazine 22 Hex Sizes & Manors


368 of the HM4e
GMG has 4-mile
hexes mapped out in
that pattern.
6-mile hexes
Consisting of four
3-mile (three
“whole” and one
made up of three
“diamonds”, see
image) or thirty-six
mile-hexes this scale
of detail may be
superior for mapping
areas with longer
sight lines such as
mountains, plains, 30-mile hexes common on overland
and oceans (horizons are typically 12 miles maps.
unless the viewer is significantly elevated,
such as atop a mountain). A 6-mile hex 8-mile hexes
may be the province of a baronette and Even though 8-mile hex is nearly ideal
feature at least one large village or small for an average hundred court, consists of
town where the hundred court is held. It 64 mile-hexes, it is not detailed with
also maps well into both 24-mile and random tables as the odds for sub terrain
don’t
work well
and it is
horrible
for
mapping
30-mile
hexes. It
is used in
some
RPGs,
and can
easily be
mapped
using 4-
mile
hexes. It
can also
be used to

ARGH magazine 23 Hex Sizes & Manors


map villages and farms by scaling a 24-mile hexes.
mile-hex down into furlongs.
Mapping Larger Hexes
Overland Hexes (24-&30-mile) As mentioned above a 6-mile hex can
At this scale it is usually impractical to be mapped using four 3-mile hexes and
map individual knightholds, let alone an 8-mile using four 4-mile hexes (see
villages, although if blown up with diagrams on prior page).
individual mile hexes shown towns,
Similarly a 30-mile hex can be mapped
castles, ruins, monster lairs, and general
terrains can be shown. utilizing 100 of the 3-mile hexes or 25
of the 6-mile hexes. Unfortunately it
30-mile hexes: there are 900 mile- works less well for 4-mile hexes let
hexes in a 30-mile hex. In most games a alone 8-mile hexes.
count or an Earl would control 1-2 of
the large 30-mile hexes, possibly more if The 24-mile hexes are the most
flexible as they can be mapped using 64
along a borderland.
of the 3-mile hexes, 36 of the 4-mile, 16
24-mile hexes: containing 576 mile- of the 6-mile, or nine 8-mile hexes.
hexes, a 24-mile hex is roughly the size
of an average Riding (a third of a County; That said, a GM probably doesn’t need
to map an entire 24-mile or 30-mile hex
often administered by a Sheriff), thus a
typical county is typically 3-4 of these unless the party is spending a LOT of
time there, such as exploring it

ARGH magazine 24 Mapping Larger Hexes


thoroughly, doing a survey, or utilizing Future Installments
it as a base of operations. Any one of OK, a bit more about what we have
these will take significant time, probably planned for future issues. Over the
years, thus the GM can likely determine course of the next few issues (or years) I
what is in a few of the smaller hexes at a want to touch upon mapping settlements
time and map things in more exact detail (such as villages) as well as get back
between sessions (if needed or desired). into providing maps of typical manors &
Depending on how far away characters buildings. A quick article on Mapping
can see based on terrain it may be Settlements was written for this issue
sufficient to determine terrain for the but Gname of Gnomes got a bit
hexes adjacent to the one the party is in lengthier than expected and I had not
as well as hexes up to 3 miles away due completed the maps yet for the sub-
to about how far away characters on the article “More of Tofts, Crofts, &
ground can detect features such as Fields”, so we ended up pushing it to at
castles atop low hills. If mountains are a least next issue.
possibility they may need to be mapped If other people want to submit a layout
upwards of 20 miles away. In later of a manor, farm, or village I will try to
installments we will likely look at detail & explain it as best as I can,
suggestions on ways to map more possibly including costs (to build,
efficiently on the fly. equipment, etc).

ARGH magazine 25 Mapping Larger Hexes


Inherited Deeds - Revisited populated area(s) within a country.
By D.M.Zwerg GMG pp.46-47 “land within the
When I was young I summered on a commonly recognized borders of a
farm every year. Therefore when I got kingdom, it is technically owned by the
into gaming one of the things I did was crown. T his type of deed would
research medieval land holdings. essentially be a land use permit on the
Although I always appreciated that the part of the bearer of the deed. These
HM4e GameMaster’s Guide included deeds always come with tax obligations ..
with a requirement for military service
Inherited Deeds (see Tables 3P & 3Q on
and a blood oath of allegiance in
page 47 of the HM4e GMG) and the exchange for the right to inherit the
simple text on page 47 was fairly slick, land.”
it does not consider the social class of
the character. Also, it does not cover the Territory – less settled, or recently
exact definitions of the terminology. settled, areas usually outside of the
Thus I have wanted to reexamine them country borders. The area between more
in additional detail for some time now. densely settled areas and wilderness.
Part 1 – Table 3P Analyzed GMG pp.46-47 “an area that is
In part 1 I will dissect Table 3P: considered a territory of a country (but
Inherited Deeds and analyze each entry. not within the patrolled borders of the
country itself) the deed holder will often
Location have to pay taxes on the property .. are
Looking at Table 3P the easiest part to often easy to evade.”
dissect is the location, and it basically
Farm Land Deeds
breaks down as follows:
Some results imply or indicate farm
• 1-15 wilderness
holdings rather than smaller holdings
• 15-50 territory
such as homes. These are generally
• 51-100 country borders
freehold or copyhold estates that can be
transferred from one family member to
Wilderness – areas with civilization.
the next. At first the sizes of the medium
Generally implies the area is entirely
(1d20/2 acres) & large parcels (1dd10
outside of a country or t\erritory.
acres) seemed reasonable, but as I
GMG pp.46-47 “Some deeds are granted thought on relative social class and land
for land .. that lies outside the realm of holdings the randomness of this
where any civilized folk would desire to unsettled me and was a primary
live. .. These deeds are free from taxes .. motivator to alter the inherited deeds
the bearer of the deed is the lawfully
tables as a king’s son would tend to
recognized owner of the land. He has the
right to use the land as he sees fit, either
inherit much larger tracts of land than
for farming, settlement or extraction of the son of a peasant. They include:
resources (animal, vegetable and • 16-20 = Farming (in Territory)
mineral).” • 31-35 = Hamlet (in Territory)
• 36-40 = Village (in Territory)
Country Borders – more densely • 11-55 = Farming (in Borders)

ARGH magazine 26 Part 1 – Table 3P Analyzed


Farming – farming generally indicates following to say about inherited home
an isolated farmstead rather than a deeds:
settlement like a hamlet or a village. “Note that an inherited home is typically of
Smaller land could indicate the character the common wooden variety. 10% will be made
of sturdy stone while another 10% will
has inherited a partial section of a family possibly have fortifications such as an outer
holding such as in a “thorpe” where stone wall and sturdy gate. Double these
everyone is immediately related. percentages for homes in hamlets or territorial
villages.”
Hamlet – a holding in a small village or
group of houses that does not have a
Hamlet or Village – basically just a
local church or temple. A group of
“toft & croft”. The 1d12/32 sounded
houses adjacent to a smaller manor
reasonable at first until I delved deeper
house may be or act as a hamlet.
into land holding sizes and discovered
Population is generally 20-50 people.
that ¼ rood tended to be the smallest of
Village – a village that has a church or rural properties. A rood is 1/4th of an
temple. It is usually larger than a hamlet, acre and thus ¼ rood is 1/16th of an
but not always, up to 900 population. acre. As, an acre is 43,560 square feet
thus 1/32nd of an acre is around 30ft x
Forest Deeds 45ft which is smaller than a typical
A forest holding is generally a use small city lot and definitely too small for
grant and may or may not have a house a toft & a croft. Therefore I recommend
in it. it may indicate harvest and/or doubling the size for Hamlets & villages
hunting rights or even a cabin. If not and using 1d12/16. Village homes are
“just” hunting rights a forest deed usually not inheritable for characters of
generally belongs to a half elf, elf, MLC or lower but the GM may make
gnomish, or fairy character, or exceptions, but LLC would never inherit
woodcutter. such even in a hamlet.
• 26-30 = Forest (in Territory)
• 56-60 = Forest (in Border) Town – use either the standard or the
revised 1d12/16 for the size of town
Home Deeds homes. Generally no character of LMC
Homes usually tend to be on a smaller or lower should inherit a town home.
parcel. The GMG indicated the size
should be 1d12/32 and thus 1/32nd of an City – city homes are practically the
acre to 3/8th of an acre. They come up province of peers & the nobility, but
on the table as follows: UMC characters can own and inherit
• 41-45 = Village, home (in such as well. Higher social class
Territory) characters should have larger lots than
• 61-65 = Hamlet, home middle class characters.
• 71-75 = Village, home Business Deeds
• 81-85 = Town, home
• 91-95 = City, home Type – Business (also roll on Table 3Q –
Inherited Business on p.47 of the HM4e
The HM4e GMG pp.46-47 has the GMG, and consider Table 3A - Business

ARGH magazine 27 Part 1 – Table 3P Analyzed


Types on page 82 of the HM4e GrG ) Grocers & Vintners, which can easily be
• 46-50 = Village, business (in the main business of a village.
Territory)
Town – the biggest difference between a
• 66-70 = Hamlet, business
village and a town is that towns have
• 76-80 = Village, business
more than 50% of inhabitants engaged
• 86-90 = Town, business
in something other than agriculture.
• 96-100 = City, business
Table 3A of the GrG (p.82) is worse
GMG pp.46-47 “Homes or businesses will
always be on small parcels of land .. Small than 1d6-5 (aka, die is larger than a d8)
parcels range from about ’/32 to 1 /3 of an acre then the business is likely too
with the smaller sizes being more common in specialized for a town and will generally
cities and towns.” only be found in a city. Skill tends to
cap around SE for towns (roll on Table
A major question in regards to 11D for quality of inherited business,
inherited businesses is, who is doing the with a result under 56 indicating the
work while the PC is out adventuring? business recently lost its master
Options include the character being craftsman unless the character’s parent
designated heir to the family business, is still alive and currently running the
having partial interest in a going business. Master’s skill level will
concern, or the character inherited and generally indicate if business is THE
has primary rights to the business & major business in town and main
buildings, and is subletting it out. This is employer.
most commonly the case for LUC and
higher social class characters. City – there are no restrictions on city
businesses, roll as normal, with a 96-99
Hamlet – such deeds are typically just (SK) result indicating the business is a
lone journeymen (skill < 50%, aka SS major export, and a 100 (SG) means the
on Table 11D HM4e GMG p.141) business is world renown.
contracted by the local manor for “a
year and a day” of service. Although Other Deeds
freeborn they typically owe 3 days of There are other types of deeds that we
labor per week in exchange for a cottage ran out of time & room to cover. These
(aka, a toft & a croft) and can spend the could get complicated and therefore we
other half-week doing local pick-up will not delve into them at this time.
work.
Village – often the main business in any • Dangerous areas
particular village, or, if “No. per 500 ◦ 1-5 = harsh climate
population” on Table 3A of the GrG ◦ 6-10 = inhabited by
(p.82) is worse than 1d4-3 (aka, die is monsters
larger than a d4) then the business is ◦ 11-15 = inhabited by
likely too specialized for a village and humanoids or savages
the result should be treated as per hamlet • Reduced Land Quality
above, just more skilled (skill > 50%, or ◦ 1-5 = harsh climate
SA on Table 11D). An exception is ◦ 21-25 = rugged terrain

ARGH magazine 28 Part 1 – Table 3P Analyzed


ARGH Projects Other Active Projects ..
We felt that people may want to hear what HAH RBA-GM Basics: originally
booklets & projects we at ARGH are “Combat Basics” this book is under
currently working on and that are at a stage development & rewrite.
we can talk about. Another way of putting
this is “Coming Attractions” Assayed Equipment: a continually
active project, currently releasing
Released unfinished items in various issues of
HJfor4e prior to gathering them back into
H&H RBI-Player Book (BETA): I booklets. I would add that the section on
am currently rewriting sections on races, Drinking Vessels in this issue, Halfling
classes, and so forth based on comments Equipnment in issue #6, Weapons in #5,
out of playtesting. Bundles & Backpacks in #4,
Lakym's First Monster Hunting Transportation in #2 & #3, Clothing &
Guide: an A-Z of monsters with pictures Style Points in #2, Pigeons in #1b, and
Horses in #1 are all building towards this
on one side of the page and H&H-style stat
project.
blocks, details, even little poems opposite.
Likely released as a two PDF set for Crits & Wounds: a new look at critical
booklet (stats facing pictures) and hits and wounds including bloodloss (may
detachable folio (opposite sides of same be an ADHOC or mixed H&H and
physical page) for use like “flash cards”. ADHOC release.
The Lost Kinder: an introductory
module/adventure for level 1 characters.
Nearly Ready
Burgs – Buildings & Property: the Character Sheets & Record
first in a series of at least three booklets, Booklets: this includes work going on
this one covers randomly generated VTTS, but a request has been made for
buildings of some styles common in class-specific character record book(s) and
medieval times, guidance on rental and that is on our minds as well going forward.
purchase prices, plus a small section on
town & city layouts. Slowly adding layouts
for inherited deeds.
Website Update
Manors & Manses - Knightholds: We have started adding HM4e character
st
the 1 in a series of at least 3 booklets, this
creating pages to the website in the form of
one concentrates on knights, their land
indexed or wiki pages. Ran into some
holdings, and a basic system for creating
formatting issues and then hit the push to
those holdings including land yields.
get issues #7 & #8 out. This is one thing I
am hoping additional contributors here can
free up more time for there.
Acknowledgments Gaming in a Digital Age
Portions of this zine are based on We game in a digital age, and the
common held wisdom of many things
Kenzer & Company’s Hackmaster: The
medieval is not only books, articles, and
Role-Playing Game 4th Edition the members SCA, but also videos from
Player’s Handbook (Jolly R. Blackburn, web personalities. Below are the channels
David S. Kenzer, Brian Jelke, Steve Johansson, of some of my current favorites:
Barbara Blackburn)
Metatron – primarily talks armor and
GameMaster’s Guide (Jolly R. all things Roman Empire (especially
Blackburn, Brian Jelke, Steve Johansson, David soldier’s items, from footware to
S. Kenzer, Noah Kolman, Don Morgan, Mark castles), & gaming
Plemmons, Barbara Blackburn; with John K.
D’amato, Larry Granato, Glenn Harris, https://www.youtube.com/channel/U
Christopher Heath, Spencer Lease, Scott CIjGKyrdT4Gja0VLO40RlOw
Luskin, James Mishler, Mark Mueller, John
O’Neill, & D.M.Zwerg) Scholagladitoria – a HEMA
Combatant’s Guide to Slaughtering enthusiast who discusses and analyzes
Foes (Don Morgan; with Barbara Blackburn, weapons
Jiffy Burke, Brian Jelke, Steve Johansson, https://www.youtube.com/user/scholag
David S. Kenzer, Noah Kolman; with Eric ladiatoria
Englehard)

Spellslingers’s Guide to Wurld Shadiversity – an armchair historian,


Domination (Jolly R. Blackburn, Brian he covers a variety of subjects, but
Jelke, Steve Johansson, David S. Kenzer, Noah especially analyzes games, castles
Kolman, and Don Morgan; with Tom Darga, (machicolations!)
Richard Jensen, Anthony Lowman, Mike https://www.youtube.com/user/shadmb
Rushing, Kevin Wilson, Jedediah Gofourth)
rooks
Zealots’s Guide to Wurld Converion
(Paul Glozeris, Brian Jelke, David Kenzer, Skallagrim – another weapon tester,
Noah Kolman, Steve Johansson, Don Morgan; he ventures into replicas more often
with Jolly Blackburn,Norn Hancock, Josef
Zimmerman and D.M. Zwerg) but also demonstrates effectiveness of
armor worn
Combatant’s Guide to Slaughtering https://www.youtube.com/user/Skallag
Foes (Don Morgan; with Barbara Blackburn, rimNilsson
Jiffy Burke, Brian Jelke, Steve Johansson,
David S. Kenzer, Noah Kolman)
Townsends – specializing in 17th & 18th
Hacklopedia of Beasts Volume III (Tony century US Colonial period, Townsends
DiGerolamo; with Jolly R. Blackburn, Brian videos are a treasure trove of information
Jelke, Barbara Blackburn, Don Morgan, Scott on everything from food preservation to
Luskin, Steve Johansson) weatherproofing to document security.
Lord Flataroy’s Guide to https://www.youtube.com/channel/U
Fortifications (Don Morgan and D.M. Zwerg) Cxr2d4As312LulcajAkKJYw

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