Friday, February 9, 2024

200 Halfling Sayings








Halflings are famous for their love of food, drink, the smoking pipe, and the comforts of the rural hearth and home. It's not surprising that their sayings reflect these agrarian themes. Some of the halfling sayings below would be familiar to human farmers, but some are uniquely halfling. Sprinkle your halfling character's or NPC's conversation with some of the sayings below to "add some spice to your muffin!"

(From my reddit post:

https://www.reddit.com/r/d100/comments/184e03n/lets_build_d200_halfling_sayings/

other contributors are cited)

  1. The scones are in the oven! -- the situation is looking good, something is about to begin

  2. He/She's one sausage short of a good breakfast!--said of someone acting crazy/stupid

  3. Friendly as a sober dwarf -- cranky, stubborn, not agreeable/friendly at all

  4. "Well, if no one else has a story, I guess I'll start. Once upon a time... " -- the beginning of a tall tale, said anytime there is a lull in the action

  5. That really burns my biscuits! -- that makes me angry

  6. Bless your heart. -- said ironically of someone doing something very stupid

  7. That shaved your sideburns, eh? -- you had a close call, were almost hit by an attack, etc.

  8. Stop blowin' smoke rings -- stop trying to deceive/lie

  9. As hot as high summer. Very hot

  10. As loud as a rooster at dawn. Very loud

  11. As quiet as a field mouse. Very quiet

  12. As flat as a pancake. Very flat

  13. As sweet as honey. Very sweet

  14. You are the apple of my eye. I like you

  15. Comparing apples to peaches. Comparing unlike things

  16. Rotten to the core. Very bad

  17. That's the worm in the apple. -- that's the problem with the plan

  18. Sell like hotcakes. Sell very well, very marketable

  19. Don't honey-coat it. Don't hide bad news

  20. That's the way the cookie crumbles. That's as expected.

  21. As fun as an elf at happy hour. Boring, not fun at all.

  22. To buy a lemon. Buy something worthless

  23. To turn lemons into lemonade. To make something good from a bad situation.

  24. To bear fruit. To pay off, to reach results

  25. Cool as a cucumber. Very cool, in temperature or attitude.

  26. Forbidden fruit. Something that is prohibited.

  27. In a pickle. In trouble.

  28. Like two peas in a pod. Very similar, good friends.

  29. Low hanging fruits. Something easy to attain.

  30. Life is a bowl of cherries. Life is good.

  31. As easy as pie. Very easy

  32. To have a finger in the pie. To be involved, entangled

  33. Have one's cake and eat it too. Having something both ways

  34. Piece of cake. Very easy.

  35. Pie in the sky. Empty promise

  36. Busy as a bee. Very busy

  37. Slow as molasses. Very slow

  38. Half-baked. Crazy idea.

  39. Hard nut to crack. Difficult situation

  40. From soup to nuts. -- Everything, all-inclusive.

  41. In a nutshell. Summarized, a summary.

  42. Bite off more than you can chew. Overextend.

  43. Bite the hand that feeds you. To hurt someone who helps you.

  44. Like a pig in mud -- happy.

  45. To let someone leave with an empty stomach -- to treat someone rudely / badly / unfairly

  46. Eat like a sparrow. Eat little.

  47. Eat like a horse. Eat much.

  48. Eat humble pie. Make an apology.

  49. Food for thought. Something to think about.

  50. Have a lot of peas on my plate. Very busy.

  51. There's no such thing as a free lunch. Can't get something for nothing.

  52. Good egg. A friendly/good person.

  53. Bad egg. A mean person.

  54. Walking on eggshells. Being careful, trying not to offend.

  55. The fat is in the fire. A big problem/trouble is approaching.

  56. Your goose is cooked. You are defeated.

  57. Gravy. Something that is a bonus.

  58. Drop like a hot potato. Drop quickly.

  59. Bring home the bacon. To earn/obtain money.

  60. Chew the fat. Chat casually.

  61. Small potatoes. Unimportant.

  62. Stick to your ribs. A filling/satisfying meal.

  63. Fine kettle of fish. A messy/difficult situation.

  64. Have bigger fish to fry. Have more important things to do.

  65. As warm as toast/Toasty warm. Comfortably warm.

  66. That's the "bread and butter." -- that's the key/essential element of the situation.

  67. You're lacking your sideburns -- you're careless/young/inexperienced

  68. To "butter up" someone. To flatter someone.

  69. Like winching up the well bucket. -- something that takes a long time

  70. Half a loaf is better than none. Something is better than nothing.

  71. Not worth a hill of beans. Not valuable.

  72. Spill the beans. To tell a secret.

  73. Not my cup of tea. Not my expertise.

  74. Cry over spilled milk. Worry about something that has passed.

  75. Don't start an alehouse yarn. Don't wait/delay.

  76. To drink the last drop in the ale keg. To be pushy, to take an unfair share.

  77. Once in a blue moon. Rarely.

  78. Speak of the devil. Speaking of someone just before they appear.

  79. Storm in a teacup. To make a fuss over something unimportant.

  80. A cat in gloves catches no mice. Nice guys finish last.

  81. A sour pickle. A crabby person.

  82. Bland as boiled potatoes. A boring person

  83. Smooth as butter. A smooth talker.

  84. Juicy as a ripe tomato. Attractive/sexy.

  85. Don't count your chickens before they hatch. Don't assume something will be successful.

  86. The cream always rises to the top. The best is eventually revealed.

  87. A piece of cake. An easy task.

  88. [add "-lad" or "-laddy" to the end of masculine names] -- Affectionate, diminutive ending: Eric-lad, Conan-laddy, etc.

  89. [add "-mae" to the end of feminine names] -- Affectionate, diminutive ending: Sally-mae, Linda-mae, Molly-mae, etc.

  90. Flaky as a biscuit. A person or idea that is crazy/daft.

  91. To blow smoke. To lie/deceive.

  92. Put that in your pipe and smoke it. Assert strongly that something is true or must be accepted.

  93. To smoke something out. To uncover/discover something hidden.

  94. When there's smoke, there's fire. There's often truth behind a rumor.

  95. To smoke the peace pipe. To negotiate with hope of resolving a dispute.

  96. Up in smoke. Something has failed / been destroyed.

  97. Too big for your britches. Arrogant.

  98. A frog strangler. An intense rainfall.

  99. Knee high to a grasshopper. Short in stature.

  100. This is a good time for a wee snack. -- said anytime there is a lull in the action

  101. Better a safe hole then a burning house -- better to be cautious

  102. Time to put apples in the cider barrel -- it's time to prepare

  103. You're squinting at the bottom of your mug -- you're drunk

  104. Like pee-ing in a wicker basket - Impossible/ useless

  105. Don't grab the dwarf by the beard - Don't start a fight for no good reason

  106. Take your last puff o' the pipe-- to die

  107. Shiny buttons - slang for coins

  108. Bad news for the undertaker - someone survived / was healed / recovered from illness

  109. As the crow flies - In a straight direction, ignoring terrain

  110. Having turnips in your ears - deaf / not paying attention

  111. Like a dragon squattin' on its hoard -- something stubborn / immovable

  112. Something is coming home to roost -- something is a delayed but inevitable consequence

  113. Like a fox in a hen house -- a frenzied combat

  114. To see a daisy in the briar patch - to see good in a bad situation

  115. Like an elf at an archery contest -- something that never fails

  116. Like a dwarf at a frowning contest -- something that never fails

  117. Like leavin' home -- something that is sad

  118. Like sittin' fireside -- something that is soothing/comforting

  119. Pitching a tent in the rain - doing something too late or in inappropriate conditions

  120. Smokin' [someone's] weed -- believing someone's tall tale / lie / deception

  121. Like hooking a trout in a barrel -- something very easy

  122. Get briars/fleas in your footpatches - become irritated/annoyed/angry

  123. Reaching the bottom of the honey pot -- getting low on resources

  124. A goblin in a goatskin - something disguised / a tall tale / a lie

  125. One kitten short of a litter--lacking something

  126. Don't let your milk curdle -- don't get mad

  127. Taking a nap on an anthill -- getting into trouble

  128. A hard nut to crack -- something difficult / tough

  129. Even squirrels fall from trees. - Sometimes even experts are wrong.

  130. A seedling in a shady spot -- something that will never work, is pointless

  131. Like digging your hole [halfling home] in the sand -- doing something in a way that will never work

  132. Flies can't enter a closed mouth - a halfling telling you to shut up

  133. Only halfway through the apple pie. -- just getting started

  134. The pumpkins are head high. -- time to begin something / finish something, time's a wastin'

  135. You can't teach an old dog new tricks -- someone is stuck in the old/traditional way of doing things

  136. Like giving a cat a bath -- doing something that won't work

  137. Cold as a stream in springtime! -- very cold

  138. Like a sheep after shearing day -- feeling naked/exposed

  139. Lookin' at head-high wheat -- looking at a good situation / time to begin something

  140. You're missin' the cobbler now , ain't ya?-- you're regretting your decision

  141. Taking a hop over a mudpuddle -- doing something risky

  142. "As sure as my feet are hairy" - something believed to be true with a high level of confidence [u/Wavertron]

  143. "We've time enough for third breakfast" - no need to rush, there is a lot of time [u/Wavertron]

  144. A devil with horns - a problem/puzzle that is extra-difficult [u/MGSOffcial]

  145. As bright as the harvest moon - something very bright [u/MGSOffcial]

  146. Pointed like a fork - something that can go wrong in more than one way [u/MGSOffcial]

  147. "Outside our lands evil may abound, but talking about it will only bring it 'round." [u/Ajaxiss]

  148. Where the brambles are allowed to grow -- anywhere outside Halfling territory. [u/sonofabutch]

  149. Served a bowl of cold porridge — false hospitality, insincere flattery, smiling rudeness. [u/sonofabutch]

  150. Eyes up — a warning that non-Halflings are about and Halflings shouldn’t reveal secrets. [u/sonofabutch]

  151. Time enough to smoke — a break lasting at least ten minutes. If of shorter duration, a Halfling will likely be annoyed at being forced to "waste good pipe weed." [u/sonofabutch]

  152. Time enough to eat — a break lasting at least an hour or two. If of shorter duration, a Halfling will likely be annoyed at being "rushed" through the meal. [u/sonofabutch]

  153. Time enough to doze — a break lasting at least several hours. If of shorter duration, a Halfling will likely be rather annoyed and cranky when awakened. [u/sonofabutch]

  154. Lick my foot! -- kiss my butt [u/PorFavoreon]

  155. A bit of shade on a hot afternoon -- something that gives protection

  156. Like a rabbit in a briar patch -- something that is difficult to access or well-protected

  157. I think we're about to win the pie eating contest, boys/girls! -- said when success/victory is in sight

  158. A dart throw away -- something about 20 feet away

  159. Fodder for my sling bullet -- anything within 120 feet

  160. Pulling a cart without a pony -- doing something the hard way

  161. Leaving home without your lunch bucket -- doing something very absent-minded/stupid

  162. Going to the big city -- doing something stressful and dangerous

  163. Going for an after-dinner stroll -- doing something pleasant and relaxing

  164. The candle in the kitchen window -- something that leads you out of danger

  165. Like a halfling in a footrace -- something likely to fail/lose

  166. Like a rabbit without a date -- someone who is very frustrated

  167. I can hit the eye of a gnat at 30 paces. -- said by the best halfling slingers

  168. Like a visit to the county fair -- something that is very fun

  169. As useful as a shiny coin when it's time to churn butter -- not useful at all

  170. "You've found your pipe but lost your weed." -- you just did something pointless/useless/counter-productive

  171. Like an ogre trying to lay hands on a buttery halfling -- something doomed to failure

  172. Like old porridge for breakfast -- something very boring and sad

  173. A weed in the garden -- a person who (or thing that) is suspicious, disguised, etc.

  174. Like a pastry chef on fasting day -- someone who has nothing to contribute / cannot help

  175. Like putting perfume on an orc -- a futile attempt to make something better

  176. I might be short, but I'm quick! -- a halfling rogue classic

  177. The taller they are, the harder they fall! -- a classic combat taunt employed by halflings

  178. We're in the thick custard now! -- we're in a dangerous/difficult situation

  179. Your face is about to say hello to my frying pan! -- a combat taunt

  180. My darts sting like the fire ants of Lower Bottomham! -- a serious threat in combat

  181. This [poultice/salve/tincture/healing potion/etc.] could cure the midwinter melancholy! -- used to describe a very strong medicine, indeed!

  182. You're as stubborn as a dwarf!

  183. You're as arrogant as an elf!

  184. My stature may be short, but you'll find my courage stands tall.

  185. Let's dance a jig -- a halfling rogue's invitation to brawl

  186. Step softly and carry a sharp dagger.

  187. Winter ale is better than summer ale, . . . or is it the other way 'round?

  188. A good fiddle tune will lift your spirits and set your feet a tappin'.

  189. Whistling is good for the soul.

  190. The best [druids/shamans/etc.] live close to the earth. -- said by halfling druids/shamans

  191. Like summersaulting down a hill -- something very fun

  192. Like fishing on a workday -- something very fun

  193. We're plum out of weed now -- we're defeated

  194. A "one breakfast kind of day" -- a bad day (halflings prefer at least two breakfasts)

  195. As cozy as my halfling hole -- a very cozy location, like a halfling's house (but sometimes said in a PG-13 sense)

  196. Like playing dice with humans -- something very easy (because halflings are very lucky)

  197. Like putting a bonnet on a giant -- something very difficult (esp. for a short creature)

  198. Time to play the mole when the fox is about -- time to hide

  199. It's harvest time, boys (or girls) -- said by halfling fighters on the eve of battle

  200. Like sitting at home by my fire, smoking my pipe -- the best of all possible worlds.




Wednesday, February 7, 2024

Avert a TPK at the Last Moment

 








Typically, I don't try to avoid a TPK ("total party kill").  I don't intentionally try to kill the party, but adventuring is risky business, and sometimes bad things happen.  However, other times, for whatever reason, you might think, "I really don't want a TPK right now."  In these moments, it's useful to have a list of ways to Avert a TPK at the Last Moment (from a reddit thread to which I contributed).

https://www.reddit.com/r/DMAcademy/comments/1akjv5z/comment/kp9qigp/?utm_source=share&utm_medium=web2x&context=3

  • The vain villain begins to monologue, giving the PCs time to escape

  • The bad guy spares the PCs' lives if they become its minions

  • The bad guy spares the PCs' lives because "death is too quick" or "too good for them," and instead takes their gear and leaves them to die, gives them permanent scars/injuries, gives them permanent fear or old age or insanity or madness of some sort, takes away their vision or speech or hearing or etc., permanently degrades an ability score or scores, puts them in a torturous environment and leaves them to die, leaves them to (bumbling) minions to "torture and finish off", etc.

  • The bad guys take the PCs prisoner (as slaves, to sell later, to use in a later prisoner exchange, to sacrifice to their gods, to roast alive and eat, etc.)

  • Some previously-hidden restraint prevents the bad guy from chasing the PCs as the retreat--a magical chain on the dragon's leg keeps it in its lair, the owlbear has cubs hidden nearby that it won't leave, the demon cannot venture more than 100 feet from its summoning location, etc.

  • A previously-hidden escape route is suddenly discovered, but using it has a cost--a narrow tunnel that the PCs can squeeze through, if they leave their gear behind; a sewer grate they can use to escape through the sewer, but they get a horrible disease; a fire/magical portal or trapped exit that allows escape, but they get permanent scarring, lose a limb, lose their vision, voice, gain "permanent" fear, etc.

  • It was all really a dream / illusion / etc.

  • An ally has been following/shadowing them, and shows up just in time

  • A bad guy betrays another bad guy, and they backstab each other / fight among themselves

  • A natural event (rockslide, earthquake rift, stampeding herd, etc.) puts a barrier between bad guys and good guys

  • Something occurs to distract the bad guys--natural event (sudden storm), comet in the sky, messenger arrives, etc.

  • Some other threat to the bad guys appears--an even bigger bad guy arrives to chase/eat the bad guy, some other tribe/faction/3rd party attacks the bad guys from the side/rear

  • The bad guys suddenly run out of some key resource--ammo, energy, water, food, etc., so they must retreat

  • The bad guys' boss suddenly calls them away because they are needed elsewhere

  • The PCs have a "break glass in case if emergency" magic item, or they spot one in the bad guy's lair that they manage to obtain/activate at the last moment

  • The PCs' gods miraculously intervene to save them

  • Time stops, the Grim Reaper (or some other demon-type thing) arrives and offers to save the PCs in exchange for their souls, or completion of an evil quest, or etc.

  • Time stops, an angel/saint/etc. arrives and offers to save the PCs if they swear to undertake a noble quest

  • The PCs die, but they become ghosts, zombies, etc., that continue playing and encounter some opportunity later in the game to "come back to life"

  • The PCs die, but they are reincarnated instantly into some other type of creature that escapes; the PCs have an opportunity layer to transform back into their original form

  • The PCs die, but their "essence" enters the magic of the Weave and they pop out again somewhere else, shot out of a wand, emerging from a magic mirror, spilling out of a crystal ball, etc.





Friday, February 2, 2024

Strong Feelings about Closets








I have strong feelings about closets. 

Closets are underused. Every room (and many corridors/hallways), above or below ground, could have a closet. 

Closets are always self-justified; the GM never needs to provide a reason for "why" the closet is there; players never question the existence of a closet. 

Closets are great because:

  1. they have the mechanics of a door--they can be locked, trapped, bear strange labels or messages, be secret portals, lead to secret passages, etc.

  2. they have the mechanics of a chest--they hide and contain something and must be opened to see what's inside

  3. unlike a chest, there is no implication that what's inside is valuable to someone--it's equally plausible that the contents are valuable, mundane, or completely empty

  4. they're a great way to provide background info, foreshadowing or clues to players--the contents of the closet (clothes, etc.) give clues as to who is nearby or what the area is/was used for

  5. they are a great way to plausibly give "resupply" resources (food, kegs of water, a quiver of arrows, etc.) to a party, or fun, random trinkets to PCs, trinkets that otherwise wouldn't fit the story--hang clothes in the closet, and put the trinket in a pocket

  6. endless storylines/drama/humor/irony related to someone/ something "finally coming out of the closet"

  7. related to item (3) above, closets provide one of the best ways to actually implement a good "d100 List of Random Items" in your world, because anything can be in a closet

TIP: Always distinguish closets from regular "doors" when describing them to players. Maybe closet doors are "narrower than the other doors you have seen in here, you know, like a closet," or, "unlike the stone doors in here that have led to corridors or rooms, this door is made of wood and appears less substantial," etc. This makes closets a distinct element of the setting, which creates additional variety, interest, tension, mysteries, threats, opportunities, etc.

Rules for Darkness


Do you dare to implement . . .

ProfBumblefingers' RULES FOR DARKNESS

"Make Darkness Scary Again!"






OBJECTIVES

  • Make darkness scarier and more dangerous

  • Make monsters that can see in the dark more threatening

  • Make your supplies of candles, torches and lamp oil important

  • Make gusts of wind, rain, falling in water, etc., more threatening (can extinguish light sources)

  • Make “light magic” more important / awesome, and only available at higher-level

RULE MODIFICATIONS

  • In darkness, without magic, PC’s cannot “see” at all, can only “reach out” and “feel” things within 5 ft radius

  • No race-based Darkvision, Infravision, etc.

  • Increase the level of Darkvision, Infravision, Ultravision, etc., spells to, say, 5th level (wizards gain access at 9th level)

  • Increase the level of “Continual Light” and “Continual Flame” spells to, say, 5th level (wizards gain access at 9th level), or have them drain hp per time period

  • In darkness, all martial attacks made at disadvantage (for PC’s and any creature that cannot see in the dark)

  • In darkness, in combat, a natural roll of 2-3 is a “darkness fumble,” and you *attack another party members by accident* (with disadvantage)

  • In darkness, skill checks are made with disadvantage

In darkness, when something potentially bad/scary happens, each PC (except elves!) must make a DC 12 Wis save vs Fear or roll on the “Dark Panic Table”:

“Dark Panic Table” (d8)
1-2 Run Away (away from scary noise, or random direction if no noise)
3-5 Freeze in Place
6 Call out “Where is everybody!?!?!” (give away location)
7-8 Make an “Panic Reflex” Attack (with disadvantage, in direction of scary noise, or random direction if no noise)

Obviously, running in darkness is risky. Make a DC 12 Dex save or roll on the “Running in Darkness Table”:

“Running in Darkness Table” (d8)
1-2 You Trip and Fall Prone
3 You Drop a Random Item
4-5 You Run into a Fellow Party Member (smaller size is knocked prone, or random if same size)
6 If there is an obstacle (wall/door/table/etc.) to run into, you run into it and take 1 hp damage
7-8 You become separated from the party by 30 feet and must call out (reveal location) to find them