Enter the Hog Rangers!
Cycle 1
It's a crisp winter morning when the hogs arrive.They start as a distant brown blur on the horizon, but it isn't long before the reports come in. A tide of squealing, stinking hogs tear their way through the quiescent fields of Solvale, churning the soil into mud beneath their hooves. No one knows where they came from, and as for how many there are?

"I think about... 30 to 50 of them? Hells if I know, I wasn't going to stay and count."
In the end, all that matters is that the hogs are coming, and you, brave adventurers, are the only thing standing between Finweald and hogmageddon.
But the hogs have a vanguard of their own. Five of their strongest, bearing their own strange powers, lead the charge. Felling these porcine paragons could be all it takes to scatter the tide.
Good luck, Starcalled.
ENEMIES
DISRUPTION ACTIONS
PLAYTEST RULES
Disruption Points(DP) are recorded per target. Any player may spend DP to Disrupt an enemy. An enemy cannot have more DP than HP.
- Trip. 100 DP. Tripped target cannot move this round.
- Push. 100 DP. Move target within range 1 zone away from you.
Brute Hog
Status
Move: 2
❰ 0 / 600 ❱
❰ 600 / 600 ❱
Move: 2
A standard-issue giant hog.
ACTIONS
- Charge. Action. Range 0. Brute Hog moves up to twice its move towards a target. Deals 1d200 damage. DC 75 Fortitude Save to take half damage.
- Gore. Action. Range 1. Brute Hog deals 1d100 damage to target.
- Attack of Opportunity. Retal. Brute Hog deals 1d100 Retal damage to target moving away from it.
- Stun. 50 DP. Brute Hog cannot use Attack of Opportunity this cycle.
- Pierce. 200 DP. The next attack on Brute Hog has Advantage.
Fast Hog
Status
Move: 4
❰ 0 / 200 ❱
❰ 200 / 200 ❱
Move: 4
Someone painted this hog blue.
ACTIONS
- Tauntable. Passive. Fast Hog prioritizes Taunting targets.
- Rover. Passive. Fast Hog can split its movement.
- Ram. Action. Range 1. Fast Hog does 2d20 damage + 1d20 per zone moved. DC 75 Reflex Save to negate bonus dice.
- Hamstring. 200 DP. Fast Hog cannot use Rover for the rest of the encounter.
Filthy Hog
Status
Move: 1
❰ 0 / 300 ❱
❰ 300 / 300 ❱
Move: 1
This hog smells even worse than the others.
ACTIONS
- Reeking. Passive. Enemies within 0-1 Range gain a stack of Filthy.
- Wallow. Action. Turns all spaces within 0-1 Range into Muddy Terrain.
- Mud Bomb. Action. Range 2. Filthy Hog applies 1d4 stacks of Filthy to a target in range.
- Terraform. 50 DP. Remove 1d4 squares of Muddy terrain. If you spend a bonus action or possess Pyromancy, Hydromancy, or Geomancy, you can remove the maximum amount.
- Hosedown. 150 DP. Filthy Hog cannot apply Filthy next cycle.
Magic Hog
Status
Move: 2
❰ 0 / 120 ❱
❰ 120 / 120 ❱
Move: 2
The wizard hat makes it magical.
ACTIONS
- Charge. Passive. Magic Hog gains one stack of Charge at the beginning of each cycle.
- Focus. Action. Magic Hog gains 1d4 stacks of Charge
- Squealraga. Action. Range 3. Magic Hog consumes all stacks of Charge and deals 5d10 damage + 1d10 per stack consumed to all targets in a 3x3 square.
- Startle. 50 DP. Magic Hog cannot gain Charge next cycle.
- Steal Hat. 120 DP. Magic Hog cannot attack next cycle.
Cute Hog
Status
Move: 3
❰ 0 / 250 ❱
❰ 250 / 250 ❱
Move: 3
Isn't this just a pig?
ACTIONS
- Humble. Passive. When attacking, roll a DC 75 Will save. On failure, your attack damage is halved.
- Radiant. Passive. Attacks on allies within 1 Range of Cute Hog must be made at Disadvantage.
- Ram. Action. Cute Hog deals 5d20 damage to target and shoves them 1 zone away.
- Insult. 100 SP. Cute Hog cannot use passive abilities next cycle.
MAP
TERRAIN
Muddy
The ground here is churned into thick mud.
Moving through Muddy terrain costs 2 Movement. Any player starting their turn in Muddy terrain will gain a stack of Filthy.
Moving through Muddy terrain costs 2 Movement. Any player starting their turn in Muddy terrain will gain a stack of Filthy.
Filthy
You're covered in horrible smelling filth.
If damaged, you take an additional 5 flat damage per stack of Filthy.
If damaged, you take an additional 5 flat damage per stack of Filthy.
MAP LOG
- Players start on E0 or F0
OOC
Cycle 1
Rank: Intermediate
Mastery Ranks: 1x Rank B, 1x Rank C, 2x Rank D.
Equipment Ranks: 1x Rank B, 2x Rank C
Mastery Ranks: 1x Rank B, 1x Rank C, 2x Rank D.
Equipment Ranks: 1x Rank B, 2x Rank C
Cycle Update: Sunday, February 11th
- No character limit, but please keep things short. Playtesting is the focus here, and I won't be paying as much attention to narrative flourishes.
- Speaking of playtesting, things may or may not be balanced. We're throwing hogs at the wall here.
- Cycle updates will happen regardless of post status. If you miss a cycle, you can jump in on the next one.
- 3.05 Playtest Sheet
- Build Sheet
- @Tick Tock, @Dynamax, @Luthien, @Sean Poteitoku, @Eva
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