Hello
I am building a compilation of all the Santicorn posts (a game design gift exchange on the OSR Discord) . A *lot* of very creative things were posted and this should be a great resource to mine for gaming ideas. If I have missed anyone's contribution, I apologize and please let me know, I'll add you too!
Cryptologist class (and nine cryptids)
So you killed Santa... what's in his sack?
Adventuring economy (ooh looking forward to reading this one)
Oberon and Titania Warlock class
Evolving Dungeons
Words for Monster
The ShellCraze (the latest fashion!)
Skyscraper mimics and other structural horrors
2 GLOG glasses: Aviator and Jazz-bard
Andylenox had a *great* adventure but it's on a google drive, so I'm not sure if I should be posting it here... edit: It's now HERE :)
Tide-flooded caverns
The Twelve Birds of Christmas (my humble entry)
The succubus as a class
All Aboard the Terrible Dogfish (pirate ship)
Three Funhouse dungeon rooms
Psychonauts: healers or thieves?
Creatures amidst the ash
field alchemy (oooh another one I'm looking forward to!)
Something Punk (a dungeon)
The Lounge Temple of Asavraki (fallen gods, goblins, drugs... pretty punk too IMO!)
The Trackless Peaks (Nordic/Tibetan mix)
Post Apocalypse groups and Post-apocalyptic Backgrounds
Troika! Space combat and ships (this was made for me! So excited!)
d66 Utility spells (some *really* nice spells in there)
A Ruined Ship
Flowery Orcs
Minidungeon Generator (pre-adamite)
Sci-Fi Dungeon Fill
Body warping spells and items
Post Roman, Pre-saxon Hex generator and tables
Space Breaking Monster - the moon-crab
Drow Economy (another one I want to read!)
The Slipsoul
Reinforcing themes through mechanics
The Last City
Fairytale classes
OSR Gothic
Ents and how to prune your human
Tarot Dungeon
Duke Nukem 2 (… I must admit I don't get the name, it's a hexmap around the Tomb of the Serpent King)
I think this was a success!
Edit: if you want a more detailed breakdown, go see DIY & Dragon's post :)
Wednesday, December 25, 2019
Saturday, December 21, 2019
The 12 Birds of Christmas
We had a very special gift exchange on the OSR Discord: The Secret Santicorn. As a sort of "secret santa" thing, participants designed something for someone else that they had requested.
I had no idea what I was going to get, but my request (from Ryan at Kobolds in the Sewers , I think that their entry will be their opening blog entry) was something that I thought I could achieve: Birds (monsters, treasures etc) for an avian-themed dungeon. Did I deliver? I don't know, but Happy Holidays anyway!
A long time ago, the great wizard Enftebtemang, founder of the Yellow City, decided to start collecting birds. He hid them in a secret dungeon and created a race of guardians to watch over his collection. He placed subtle enhancements to preserve the collection, and even though he now has moved on to another form of existence, his guardians carry on.
The Golden Goose:
This is the classical goose that lays golden eggs - or at least, gold-shelled eggs (each worth about a gp, the egg itself is an ordinary goose egg). The goose is seemingly very valuable, but it is in fact a big pain. It has to eat gold to lay gold, so the net gains are non-existent. Furthermore, it's kind of a jerk, and dangerous if provoked. There are 3d6 eggs in the room (Although over the centuries there should be a literal hoard of these, the goose has been eating them to regain the gold it needs to lay more eggs).
The Delicious Duck.
An average sized but impressive looking duck. If prepared properly, this will be incredibly succulent - the best meal of the character's lifetime. Restores all HP, cures illnesses and poisons, and the characters will be useless for 2d6 hours as they revel in the bliss, post feed torpor, and regrets at the certain knowledge that no food will ever so good again. Feeds half a dozen people or so. If cooking check fails, the duck will be rubbery and mediocre tasting, food fit to stave off starvation and not much more. If the cooking check failed by more than a margin of 5 (or similar for a non d20 system), the duck tastes a bit disappointing but not terrible, and will then inflict terrible bowel pains for 1d4 days afterwards (save vs poison with significant penalty). The delicious duck could be sold for a few sp - or several hundred gp, depending on the buyer. It is a meal fit for a king, after all.
The Mechanical Bird of Terror.
This brass mechanical bird is decorated with small bits of topaz and can be sold for 50 gp for its artistic value alone. A silver key is attached to its back. If wound up, it will intone, in a flat yet threatening voice, predictions of the future, dire secrets or other types of dangerous information. All of its prophesies and revelations are harmful and will inflict harm via people reacting negatively to them, self-fulfilling etc etc. "The rogue will betray you" would be a mild example. A rumor that causes an empire to collapse is definitely in the realm of possibility. If smashed up, worth 1d4 gp.
Owlbugbears.
The guardians of the dungeon. Despite their creator being long gone, they still carry on their mission fatefully to this day. Bipedal, feathered, muscular, large anime eyes and short beaked faces. Armed with broad-bladed spears and bronze scale mail (armor as chain). Use bugbear stats but without stealth/ambush ability. They give the Lead Parrot a wide berth. They eat dungeon pigeons. They will not give up the collection, but some arrangement might be reached?
Dungeon Pigeons
Plump birds, poor flyers, that eat bugs and rock dust. Easily caught, hardy, breeds rapidly, only poops in suitable places, nice tasting. Their feathers can be use for insolation. The *real* treasure in the dungeon, they are everywhere, roaming freely.
The Lead Parrot
An 8 foot tall golem made of lead, made to look like a parrot. Stats: as stone golem but without special defences: it does not take magical weapons to injure, but each time it is injured, the golem releases a cloud of lead dust in a 10 foot radius. Save vs poison or lose 1 point of intelligence permanently (Unless cured for poisoning within 1 day). Multiple exposures can remove multiple points of intelligence, but one cure will work on several exposures. Clobbers with its wings. AC as chain mail. Has no other magical abilities, but heals 1 hp per hour. The Lead Parrot is not fast (maybe 20 feet a round?) but will take cover from missile fire (there are few long straight corridors in the dungeon) and chase the party around for a few minutes while squawking "THE EVE OF DESTRUCTION" repeatedly.
The golem's instructions are written on the back of its head, although they are hard to see. If someone was to wrestle with it and scratch off the words (not *too* hard), it will stop fighting. Reprograming the golem may be achievable. The Lead Parrot will not attack avian beings.
Chicken Warrior
A human warrior, Captain Sonders, who foolishly discarded a protective amulet and bought a magic sword instead. Has been trying to make its way through the world since. He and a few allies tried to rob this dungeon a few years ago but the rest of the party was slain. The owlbugbears took him in, but he wants out, and will try to get the PCs to help him out. Stats as a 3rd level fighter with some experience in command.
Sinister Owl
Speaks with an erudite accent and will ask the PCs to get it out of this horrid place. It was once the familiar of a powerful wizard (a rival of Enftebtemang), and it knows many arcane secrets and can give good advice. It will try to corrupt a PC into summoning a greater demon that will kill the PCs and free the Sinister Owl from its task - it failed to get his previous owner to hell but really, any sucker will do.
Prophet Flock
This rooms is filled with several dozen small song birds of various species, who frequently sing, filling the large room with a somewhat pleasing cacophony. In the middle of the room, a large clay bowl is placed, within it short strips of parchment, each with a single word. Should someone take the strips and fling them into the air, the entire colorful flock takes fight, putting the strips back in the world. Should a question be asked, one of the bird will present the paper-tosser with a single strip with a single word that best answer their question (the GM should make an honest effort to pick the best word, although in some cases this may not be particularly helpful). The strips only have common words, no proper nouns (so "wizard" could be an answer, but "Gandalf" would not).
Should someone ask more than one question to the birds per day, the flock grows angry at their greed and will attack the questioner (others will be ignored), inflicting 1d6 points of damage per round. They will not pursue someone outside the room.
Goblins with Clipboards
This pair of goblins, armed with clipboards and pencils, one wearing spectacles and the other a fancy hat, follow the party around and seem to take notes on their activities but do not otherwise interfere. The avian inhabitants ignore the goblins. The goblins will have little to say, but will make approving/disapproving sounds when the PCs do something particularly well/poorly. If attacked, they flee, leaving their clipboards behind. Examining the clipboards will reveal scribbles, fragmentary and poorly spelled notes, and mostly crude doodles. The goblins may be bribed in revealing more about the dungeon with a piece of well-cooked Delicious Duck. Otherwise, they eat dungeon pigeons without any preparations whatsoever, with satisfied crunching sounds.
Final Ravens
These ravens are never clearly seen. From the corner of your eye... did that shadow have a raven form? Hard to say. They only come out when someone is dying, preferably in the midst of combat. At the fight rages on, they step out of the shadows and peck at the grievously wounded, hastening their passage to the next life. (mechanically, inflicting "coup de grace" attacks on characters with 0 hp or less but not dead yet). Are these attacks acts of mercy? A sinister attempt to steal the soul of the dying? A hunger for tasty, tasty eyeballs? No one knows.
The Guano Room
A crude cavern, located somewhat far from the rest of the dungeon. Although Enftebtemang spell of preservation have kept the collection in good shape far beyond the birds' natural life span, they still need to poop. Over the centuries, a great mass of guano has accumulated here. Each cart load could be sold for a few coppers to peasants (who are always keen to get more fertilizer). This may not seem like much, but there are several tons here. Alternatively, a skilled alchemist could extract several hundred pounds of good quality saltpetre from the load. Saltpetre, being the chief ingredient of gunpowder, is quite valuable.
A partridge in a pear tree
The partridge is a nice looking, tame and pleasant bird, suitable both as a pet or as a meal, but not otherwise exceptional.
The pears (3d6) have healing properties, curing 2d4+2 hp, and will stay fresh for 1d3 weeks after picking. It could be possible to preserve these pears (jam?) so they last longer. If the party attempts to transplant the tree, it will animate as a treeant and lay waste to them.
Planting a seed from the pear is possible. The soil must be watered with the tears of a dying person for the new tree's fruits to aslo have healing properties.
P.S. So what did I get? An *excellent* list of Troika! spacecraft! Very pleased, truly an honor to get something from Thrones of Salt :)
I had no idea what I was going to get, but my request (from Ryan at Kobolds in the Sewers , I think that their entry will be their opening blog entry) was something that I thought I could achieve: Birds (monsters, treasures etc) for an avian-themed dungeon. Did I deliver? I don't know, but Happy Holidays anyway!
A long time ago, the great wizard Enftebtemang, founder of the Yellow City, decided to start collecting birds. He hid them in a secret dungeon and created a race of guardians to watch over his collection. He placed subtle enhancements to preserve the collection, and even though he now has moved on to another form of existence, his guardians carry on.
The Golden Goose:
This is the classical goose that lays golden eggs - or at least, gold-shelled eggs (each worth about a gp, the egg itself is an ordinary goose egg). The goose is seemingly very valuable, but it is in fact a big pain. It has to eat gold to lay gold, so the net gains are non-existent. Furthermore, it's kind of a jerk, and dangerous if provoked. There are 3d6 eggs in the room (Although over the centuries there should be a literal hoard of these, the goose has been eating them to regain the gold it needs to lay more eggs).
The Delicious Duck.
An average sized but impressive looking duck. If prepared properly, this will be incredibly succulent - the best meal of the character's lifetime. Restores all HP, cures illnesses and poisons, and the characters will be useless for 2d6 hours as they revel in the bliss, post feed torpor, and regrets at the certain knowledge that no food will ever so good again. Feeds half a dozen people or so. If cooking check fails, the duck will be rubbery and mediocre tasting, food fit to stave off starvation and not much more. If the cooking check failed by more than a margin of 5 (or similar for a non d20 system), the duck tastes a bit disappointing but not terrible, and will then inflict terrible bowel pains for 1d4 days afterwards (save vs poison with significant penalty). The delicious duck could be sold for a few sp - or several hundred gp, depending on the buyer. It is a meal fit for a king, after all.
The Mechanical Bird of Terror.
This brass mechanical bird is decorated with small bits of topaz and can be sold for 50 gp for its artistic value alone. A silver key is attached to its back. If wound up, it will intone, in a flat yet threatening voice, predictions of the future, dire secrets or other types of dangerous information. All of its prophesies and revelations are harmful and will inflict harm via people reacting negatively to them, self-fulfilling etc etc. "The rogue will betray you" would be a mild example. A rumor that causes an empire to collapse is definitely in the realm of possibility. If smashed up, worth 1d4 gp.
Owlbugbears.
The guardians of the dungeon. Despite their creator being long gone, they still carry on their mission fatefully to this day. Bipedal, feathered, muscular, large anime eyes and short beaked faces. Armed with broad-bladed spears and bronze scale mail (armor as chain). Use bugbear stats but without stealth/ambush ability. They give the Lead Parrot a wide berth. They eat dungeon pigeons. They will not give up the collection, but some arrangement might be reached?
Dungeon Pigeons
Plump birds, poor flyers, that eat bugs and rock dust. Easily caught, hardy, breeds rapidly, only poops in suitable places, nice tasting. Their feathers can be use for insolation. The *real* treasure in the dungeon, they are everywhere, roaming freely.
The Lead Parrot
An 8 foot tall golem made of lead, made to look like a parrot. Stats: as stone golem but without special defences: it does not take magical weapons to injure, but each time it is injured, the golem releases a cloud of lead dust in a 10 foot radius. Save vs poison or lose 1 point of intelligence permanently (Unless cured for poisoning within 1 day). Multiple exposures can remove multiple points of intelligence, but one cure will work on several exposures. Clobbers with its wings. AC as chain mail. Has no other magical abilities, but heals 1 hp per hour. The Lead Parrot is not fast (maybe 20 feet a round?) but will take cover from missile fire (there are few long straight corridors in the dungeon) and chase the party around for a few minutes while squawking "THE EVE OF DESTRUCTION" repeatedly.
The golem's instructions are written on the back of its head, although they are hard to see. If someone was to wrestle with it and scratch off the words (not *too* hard), it will stop fighting. Reprograming the golem may be achievable. The Lead Parrot will not attack avian beings.
Chicken Warrior
A human warrior, Captain Sonders, who foolishly discarded a protective amulet and bought a magic sword instead. Has been trying to make its way through the world since. He and a few allies tried to rob this dungeon a few years ago but the rest of the party was slain. The owlbugbears took him in, but he wants out, and will try to get the PCs to help him out. Stats as a 3rd level fighter with some experience in command.
Speaks with an erudite accent and will ask the PCs to get it out of this horrid place. It was once the familiar of a powerful wizard (a rival of Enftebtemang), and it knows many arcane secrets and can give good advice. It will try to corrupt a PC into summoning a greater demon that will kill the PCs and free the Sinister Owl from its task - it failed to get his previous owner to hell but really, any sucker will do.
Prophet Flock
This rooms is filled with several dozen small song birds of various species, who frequently sing, filling the large room with a somewhat pleasing cacophony. In the middle of the room, a large clay bowl is placed, within it short strips of parchment, each with a single word. Should someone take the strips and fling them into the air, the entire colorful flock takes fight, putting the strips back in the world. Should a question be asked, one of the bird will present the paper-tosser with a single strip with a single word that best answer their question (the GM should make an honest effort to pick the best word, although in some cases this may not be particularly helpful). The strips only have common words, no proper nouns (so "wizard" could be an answer, but "Gandalf" would not).
Should someone ask more than one question to the birds per day, the flock grows angry at their greed and will attack the questioner (others will be ignored), inflicting 1d6 points of damage per round. They will not pursue someone outside the room.
This pair of goblins, armed with clipboards and pencils, one wearing spectacles and the other a fancy hat, follow the party around and seem to take notes on their activities but do not otherwise interfere. The avian inhabitants ignore the goblins. The goblins will have little to say, but will make approving/disapproving sounds when the PCs do something particularly well/poorly. If attacked, they flee, leaving their clipboards behind. Examining the clipboards will reveal scribbles, fragmentary and poorly spelled notes, and mostly crude doodles. The goblins may be bribed in revealing more about the dungeon with a piece of well-cooked Delicious Duck. Otherwise, they eat dungeon pigeons without any preparations whatsoever, with satisfied crunching sounds.
Final Ravens
These ravens are never clearly seen. From the corner of your eye... did that shadow have a raven form? Hard to say. They only come out when someone is dying, preferably in the midst of combat. At the fight rages on, they step out of the shadows and peck at the grievously wounded, hastening their passage to the next life. (mechanically, inflicting "coup de grace" attacks on characters with 0 hp or less but not dead yet). Are these attacks acts of mercy? A sinister attempt to steal the soul of the dying? A hunger for tasty, tasty eyeballs? No one knows.
The Guano Room
A crude cavern, located somewhat far from the rest of the dungeon. Although Enftebtemang spell of preservation have kept the collection in good shape far beyond the birds' natural life span, they still need to poop. Over the centuries, a great mass of guano has accumulated here. Each cart load could be sold for a few coppers to peasants (who are always keen to get more fertilizer). This may not seem like much, but there are several tons here. Alternatively, a skilled alchemist could extract several hundred pounds of good quality saltpetre from the load. Saltpetre, being the chief ingredient of gunpowder, is quite valuable.
A partridge in a pear tree
The partridge is a nice looking, tame and pleasant bird, suitable both as a pet or as a meal, but not otherwise exceptional.
The pears (3d6) have healing properties, curing 2d4+2 hp, and will stay fresh for 1d3 weeks after picking. It could be possible to preserve these pears (jam?) so they last longer. If the party attempts to transplant the tree, it will animate as a treeant and lay waste to them.
Planting a seed from the pear is possible. The soil must be watered with the tears of a dying person for the new tree's fruits to aslo have healing properties.
P.S. So what did I get? An *excellent* list of Troika! spacecraft! Very pleased, truly an honor to get something from Thrones of Salt :)
Tuesday, December 10, 2019
The Chicken Warrior (a Troika! background)
Today, a Troika background!
But I didn't come up with it. Olgaf did. All I'm doing it stating it out.
You should have bought the protective amulet, but no, you had to get the magic sword. Dismissed from your post, you now make your way through the world.
Sword 2
Shield fighting 1
Etiquette 1
Command 2
Beak Fighting 1
disguise 1
Alertness 1
Fly 1
Special 1: You can fly for 1 round. Do a skill test every following round
Special 2: Your feathers offer some protection. You are lightly armored with no encumbrance
Equipment:
A magic sword: +1 to skill and damage rolls or something equally nice but not over strong.
Shield
Fake Mustache
Sharp beak: does damage as small creature.
This, technically, also would fit in Yoon-Suin . One of my players is currently having fun with this. Part of the reason I'm posting this is an illustration of the ease of making a Troika! background. While I can't claim to have anywhere near Daniel Sell's creativity or writing skills, a decent background takes a good idea and not too much work. Using Troika! as a system to run a non-Troika! setting game is eminently feasible.
(This background is an independent production by me and is not
affiliated with the Melsonian Arts Council.)
![]() |
Drawn by one of my players. Character sheet by Dyson Logos |
But I didn't come up with it. Olgaf did. All I'm doing it stating it out.
You should have bought the protective amulet, but no, you had to get the magic sword. Dismissed from your post, you now make your way through the world.
Sword 2
Shield fighting 1
Etiquette 1
Command 2
Beak Fighting 1
disguise 1
Alertness 1
Fly 1
Special 1: You can fly for 1 round. Do a skill test every following round
Special 2: Your feathers offer some protection. You are lightly armored with no encumbrance
Equipment:
A magic sword: +1 to skill and damage rolls or something equally nice but not over strong.
Shield
Fake Mustache
Sharp beak: does damage as small creature.
This, technically, also would fit in Yoon-Suin . One of my players is currently having fun with this. Part of the reason I'm posting this is an illustration of the ease of making a Troika! background. While I can't claim to have anywhere near Daniel Sell's creativity or writing skills, a decent background takes a good idea and not too much work. Using Troika! as a system to run a non-Troika! setting game is eminently feasible.
(This background is an independent production by me and is not
affiliated with the Melsonian Arts Council.)
Friday, December 6, 2019
The Goblin Conspiracy
So, let's talk about the GLOG.
To most people who've tried a number of D&D systems, it's abundantly clear that the GLOG system is for low powered characters. The 3.X, pathfinder and 5e (4e?) characters are clearly more powerful than GLOG characters. I think the same could be said of B/x PCs, although the difference is less and only becomes great at higher level.
So I had an idea. What if these characters are all in the same world? What are we simulating with our games then? The 3/5e folks are like the super heroes of the setting, especially at higher levels. Like Ironman, Wonder Woman etc. but fantasy-ish and less comic-book ish. The B/x adventurers are the local, lower-powered heroes - like Jessica Jones. Much stronger than a normal person but nowhere near as capable as say Thor. (btw, in this line of thinking, Captain America would be a super high level b/X characters handing out with the 5e types... but I digress).
So now you, my dear reader, are thinking "aha, and the GLOG adventurers are ordinary people trust in a life of adventure, living by their wits?". No. This is a *lie*, that you have been tricked into *telling yourself*. But it's not your fault.
There is a conspiracy.
One hidden in plain sight. But a bit like the first rule of fight club, we don't talk about the Goblin Conspiracy.
We who play the GLOG. We aren't playing adventuring ordinary people, although we may not know it.
We are playing goblins. Goblins trying to be adventurers.
It's called the GOBLIN LAWS of gaming.
What is the #1 Goblin Law of gaming? You are not a goblin. The only way for a goblin to be a hero is to not be a goblin. Every GLOG hero in the morning mentally chants "I am not a goblin, I am not a goblin", subconsciously fooling themselves into thinking they are not goblins.
But the second Goblin Law of gaming is that "even though you are a goblin deluding yourself into not-goblinhood to attain hero-dom, you are still a goblin, and you are weak as F and you better act in consequence". This is why the GLOG heroes always try to avoid combat, avoid rolling, and instead try to be cunning, start with almost nothing and are always scrambling for cash.
It is reflected in the rules! It's why a GLOG fighter only gains a few HP per level. Why the strongest fireball a GLOG wizard can shoot is 4d6, and said wizard might blow herself up due to casting a 3rd level spell. Why the elf PC is the same as every one else, except he has +1 to smelling flowers or something and is pretentious as heck (despite lore depicting elves as more than mortals). It's why the summoner summons talking ducks and cafeteria cooks instead of demons and elementals. It's why some parties end in disastrous and hilarious TPK. It's because they are freaking goblins. Goblins are malleable and adaptable, but ultimately this is the best they can do. But to accomplish this, they have to pretend they aren't goblins.
And how do you get your players to roleplay pretending not to be goblins? How do even get them to agree to play this game? By not telling them they are goblins. And by making them use rules where they are weak like goblin heroes. See if anyone will notice. It's been what, close to 4 years now?
Clearly the chief architect of this conspiracy is Arnold K.
He started all of this. And he is clearly a goblin. I mean look at this:
He admits it! And look at that face. Such a complex expression. And the reason it's so multi layered is because there is GUILT in that look. He knows he's about to fool many. But it must be done.
Who else is involve? Skerples has to be. All those rules sets and classes he's written, for different settings, different circumstances. Trying to expand the limits of what a goblin can be.
The others (and there are many of us)... I don't know. I think we were caught by the current, fell under the goblins' spells, spread their gospel unwittingly. I know I did. I'm certainly not a goblin... I think. I wasn't at first at least.
Why do all this? What is their purpose? What is Arnold K trying to do?!?
It's simple. Goblinism is a thing you can catch.
P.S. And no, the goban class doesn't prove that the other heroes aren't goblins. It just shows that some goblins can't be anything but goblins.
To most people who've tried a number of D&D systems, it's abundantly clear that the GLOG system is for low powered characters. The 3.X, pathfinder and 5e (4e?) characters are clearly more powerful than GLOG characters. I think the same could be said of B/x PCs, although the difference is less and only becomes great at higher level.
So I had an idea. What if these characters are all in the same world? What are we simulating with our games then? The 3/5e folks are like the super heroes of the setting, especially at higher levels. Like Ironman, Wonder Woman etc. but fantasy-ish and less comic-book ish. The B/x adventurers are the local, lower-powered heroes - like Jessica Jones. Much stronger than a normal person but nowhere near as capable as say Thor. (btw, in this line of thinking, Captain America would be a super high level b/X characters handing out with the 5e types... but I digress).
So now you, my dear reader, are thinking "aha, and the GLOG adventurers are ordinary people trust in a life of adventure, living by their wits?". No. This is a *lie*, that you have been tricked into *telling yourself*. But it's not your fault.
There is a conspiracy.
One hidden in plain sight. But a bit like the first rule of fight club, we don't talk about the Goblin Conspiracy.
We who play the GLOG. We aren't playing adventuring ordinary people, although we may not know it.
We are playing goblins. Goblins trying to be adventurers.
It's called the GOBLIN LAWS of gaming.
What is the #1 Goblin Law of gaming? You are not a goblin. The only way for a goblin to be a hero is to not be a goblin. Every GLOG hero in the morning mentally chants "I am not a goblin, I am not a goblin", subconsciously fooling themselves into thinking they are not goblins.
But the second Goblin Law of gaming is that "even though you are a goblin deluding yourself into not-goblinhood to attain hero-dom, you are still a goblin, and you are weak as F and you better act in consequence". This is why the GLOG heroes always try to avoid combat, avoid rolling, and instead try to be cunning, start with almost nothing and are always scrambling for cash.
It is reflected in the rules! It's why a GLOG fighter only gains a few HP per level. Why the strongest fireball a GLOG wizard can shoot is 4d6, and said wizard might blow herself up due to casting a 3rd level spell. Why the elf PC is the same as every one else, except he has +1 to smelling flowers or something and is pretentious as heck (despite lore depicting elves as more than mortals). It's why the summoner summons talking ducks and cafeteria cooks instead of demons and elementals. It's why some parties end in disastrous and hilarious TPK. It's because they are freaking goblins. Goblins are malleable and adaptable, but ultimately this is the best they can do. But to accomplish this, they have to pretend they aren't goblins.
And how do you get your players to roleplay pretending not to be goblins? How do even get them to agree to play this game? By not telling them they are goblins. And by making them use rules where they are weak like goblin heroes. See if anyone will notice. It's been what, close to 4 years now?
Clearly the chief architect of this conspiracy is Arnold K.
He started all of this. And he is clearly a goblin. I mean look at this:
He admits it! And look at that face. Such a complex expression. And the reason it's so multi layered is because there is GUILT in that look. He knows he's about to fool many. But it must be done.
Who else is involve? Skerples has to be. All those rules sets and classes he's written, for different settings, different circumstances. Trying to expand the limits of what a goblin can be.
The others (and there are many of us)... I don't know. I think we were caught by the current, fell under the goblins' spells, spread their gospel unwittingly. I know I did. I'm certainly not a goblin... I think. I wasn't at first at least.
Why do all this? What is their purpose? What is Arnold K trying to do?!?
It's simple. Goblinism is a thing you can catch.
P.S. And no, the goban class doesn't prove that the other heroes aren't goblins. It just shows that some goblins can't be anything but goblins.
Saturday, November 30, 2019
The Mandalorian, 7 samurai, and gaming as pizza
I've been watching The Mandalorian and it's very, very good. The season hasn't ended yet (and they might ruin it with a bad ending), but I'm quite hopeful that it will continue to be so engaging.
(This will contain vague spoilers for episode 4 - nothing specific, but you'll learn the "general shape" of the episode).
Episode 4 has the same basic scenario as the Seven Samurai: farmers plagued by bandits ask wandering mercenaries to help. This basic scenario *really* works well - it's been redone in the Magnificent Seven (twice!), the Mandalorian and many others, in various eras and settings. It also works perfectly for an adventure. It works so well, and has been done so frequently, that it's almost like pizza. Pizza is great, but it's not original. It's also easy to do, but if you don't put any effort into it, it can be a pretty boring meal. So to avoid this being a ho-hum peperoni and cheese frozen pizza of a game, let's look at our toppings shall we?
The farmers/villagers/peasants/people who need help:
Getting these people right is important. They can't be abject cowards. They aren't resisting now because they *know* it's a hopeless battle. But hiring the PCs is changing the odds - there is hope now, and they will be willing to fight. They have to be sympathetic, and they also need a reason why they simply haven't fled their area. Maybe it's good farming land, they have a lot of infrastructure built (building huts and fences is a lot of work!). Maybe their ancestral burial grounds are nearby. Whatever it is, they have to stay. The villagers should have a bit of money buried somewhere to pay the PCs. Not a fortune, but for penniless sell-swords, enough to try. Lastly, making them interesting in some way certainly is recommended - they could be farming something unusual, have strange customs, even have wondrous or useful abilities (clearly, not battle abilities). Basic relations, petty rivalries etc. can also be fun. Every village has an idiot, after all.
The bandits/raiders.
This faction has to be dangerous, but not so dangerous it's ludicrous (if they are so bad-ass, why are they wasting their time picking on a small village?). They are actually *farming* the village: raiding periodically to steal food/valuable, but not doing so much damage to destroy it. They want to be back - in fact they probably have to, they need to eat! This indicates a certain level of intelligence and discipline... but they also aren't that smart - if they were, they would set themselves up as feudal lords and tax the peasants instead of raiding them. They need to be powerful enough that a 1vs1 fight with a peasant will result in the brigand winning, but a 1vs1 vs a PC should be a fight that the PC will win... however there are a lot of them, too much for the PCs to defeat by themselves. The peasants will have to help - but they are willing to do so if they are given hope.
The special weapon.
Things can be made a lot more interesting if the bandits have some kind of "special weapon". Maybe it's an ogre. A small cannon or a catapult. A spellcaster. A troll or some other big monster. A small tank. Simply their leader, or some unusual tactic. Whatever this is, it is what is giving them such a big edge over the villagers and is making them bold and confident enough to be raiding entire villages instead of travelers or isolated farms.
The party will have to deal with this special weapon to achieve victory. In the Mandalorian, Mando had spare blasters to equip the villagers with, but he didn't have some kind of "anti X gun" to simply eliminate the raider's special weapon. They needed a plan, effort and a bit of daring. Likewise, the party will have to be clever and courageous to neutralize the special weapon. If they do, and kill a few of the bandits, the rest of the villagers should be able to win relatively easily, if they are properly prepared that is.
The party
The party needs to be powerful enough to make a difference, but not so powerful they can just crush the brigands while the villagers cheer and applaud. The timing of this adventure as part of your campaign matters. The party need the villager's help to win, or at the very least they need a good plan and good fortifications. I think level 2-4 would be ideal. Level 5 there is a bit of a power jump (in 5e at least) but it could still work, since in 5e low level creatures have better "to hit" numbers (a 2nd ed goblin has a thaco of 20. a 5e goblin has +4 to hit, ie the equivalent of thaco 16).
In the Mandalorian the "party" is higher level (I would describe Mando as level 5-7?) but fewer in numbers. An aspect that made the show interesting was that the party was "new" (the Mando and his ally didn't know each other at fist), but I think it would be preferable if the party, in a D&D game, have worked together for a few adventures at least. It *could* be a good starter adventure to unite the party, but this will be a bit more challenging to run. Even for an established group, this could mark the turning point in how the party sees itself - not just a rag tag of tomb robbers - but heroes too.
In the Mandalorian, Mando also had a special objective (defend Baby Yoda) but this isn't necessary for the scenario to work well. However, having some kind of vulnerable (but maybe useful?) NPC they have to protect on top of the general mission could be interesting?
The preparations and terrain.
The terrain should be interesting and varied - there should be opportunities for the villagers and party to put down crude fortification (barricades, a ditch etc.) and traps, funnel the enemy in subtle ways, hide a flanking team, whatever. The proper set up should give them a good edge over the bandits, or at least even the odds.
Hopefully, the PCs should be able to arm the villagers somewhat (missile weapons would be best) and train said villagers, so that their massed fire gives the edge to the party/villager alliance. Even improvised spears could help, as some of the bandits will try to close in and rush the barricades. Besides basic weapon training, the villagers should also learn what their part in the battle plan is. The kids shouldn't fight directly, but maybe they can be used to put out fires, activate traps and otherwise help. Almost everyone can pitch in, but the villagers won't accept some of them being used as cannon fodder.
It is possible that the village also has a "special weapon" of its own, but clearly it's not usable at the moment - something has to be done to assemble it, activate it, repair it, recruit it, create it, whatever. Perhaps they are beekeepers and some of the bees could be weaponized? If the party comes up with a clever idea, let them! It's important that this be a winnable fight, but it doesn't have to be the way you thought of as a GM, just a way that is plausible and fun.
The battle.
For the love of god, don't roll for every single peasant and bandit! It will take forever and not be fun. The battle should be narrated in the background, and the PCs should turn the tide by reinforcing areas that are buckling, and by taking out the "special weapon". Once the special weapon is out and a number of bandits have been killed, the rest run away, not to return - they know this village is too tough for them now. They aren't fanatics, they just wanted to steal their food or valuables.
The aftermath.
The party gets their reward and moves on! Will some of them decide to stay behind and become farmers? Why not? It could be a good point for someone who doesn't want to keep their current character to retire said PC and start anew.
Another alternative of course is that this village becomes a base of operation. Maybe there are other adventures to be had in the area?
If you get most of these ingredients right, you can have a few very good sessions with this scenario. It won't be the most original, but everyone loves pizza.
Special thanks to Words for Yellow for discussion and feedback on this topic!
(This will contain vague spoilers for episode 4 - nothing specific, but you'll learn the "general shape" of the episode).
Episode 4 has the same basic scenario as the Seven Samurai: farmers plagued by bandits ask wandering mercenaries to help. This basic scenario *really* works well - it's been redone in the Magnificent Seven (twice!), the Mandalorian and many others, in various eras and settings. It also works perfectly for an adventure. It works so well, and has been done so frequently, that it's almost like pizza. Pizza is great, but it's not original. It's also easy to do, but if you don't put any effort into it, it can be a pretty boring meal. So to avoid this being a ho-hum peperoni and cheese frozen pizza of a game, let's look at our toppings shall we?
The farmers/villagers/peasants/people who need help:
Getting these people right is important. They can't be abject cowards. They aren't resisting now because they *know* it's a hopeless battle. But hiring the PCs is changing the odds - there is hope now, and they will be willing to fight. They have to be sympathetic, and they also need a reason why they simply haven't fled their area. Maybe it's good farming land, they have a lot of infrastructure built (building huts and fences is a lot of work!). Maybe their ancestral burial grounds are nearby. Whatever it is, they have to stay. The villagers should have a bit of money buried somewhere to pay the PCs. Not a fortune, but for penniless sell-swords, enough to try. Lastly, making them interesting in some way certainly is recommended - they could be farming something unusual, have strange customs, even have wondrous or useful abilities (clearly, not battle abilities). Basic relations, petty rivalries etc. can also be fun. Every village has an idiot, after all.
The bandits/raiders.
This faction has to be dangerous, but not so dangerous it's ludicrous (if they are so bad-ass, why are they wasting their time picking on a small village?). They are actually *farming* the village: raiding periodically to steal food/valuable, but not doing so much damage to destroy it. They want to be back - in fact they probably have to, they need to eat! This indicates a certain level of intelligence and discipline... but they also aren't that smart - if they were, they would set themselves up as feudal lords and tax the peasants instead of raiding them. They need to be powerful enough that a 1vs1 fight with a peasant will result in the brigand winning, but a 1vs1 vs a PC should be a fight that the PC will win... however there are a lot of them, too much for the PCs to defeat by themselves. The peasants will have to help - but they are willing to do so if they are given hope.
The special weapon.
Things can be made a lot more interesting if the bandits have some kind of "special weapon". Maybe it's an ogre. A small cannon or a catapult. A spellcaster. A troll or some other big monster. A small tank. Simply their leader, or some unusual tactic. Whatever this is, it is what is giving them such a big edge over the villagers and is making them bold and confident enough to be raiding entire villages instead of travelers or isolated farms.
The party will have to deal with this special weapon to achieve victory. In the Mandalorian, Mando had spare blasters to equip the villagers with, but he didn't have some kind of "anti X gun" to simply eliminate the raider's special weapon. They needed a plan, effort and a bit of daring. Likewise, the party will have to be clever and courageous to neutralize the special weapon. If they do, and kill a few of the bandits, the rest of the villagers should be able to win relatively easily, if they are properly prepared that is.
The party
The party needs to be powerful enough to make a difference, but not so powerful they can just crush the brigands while the villagers cheer and applaud. The timing of this adventure as part of your campaign matters. The party need the villager's help to win, or at the very least they need a good plan and good fortifications. I think level 2-4 would be ideal. Level 5 there is a bit of a power jump (in 5e at least) but it could still work, since in 5e low level creatures have better "to hit" numbers (a 2nd ed goblin has a thaco of 20. a 5e goblin has +4 to hit, ie the equivalent of thaco 16).
In the Mandalorian the "party" is higher level (I would describe Mando as level 5-7?) but fewer in numbers. An aspect that made the show interesting was that the party was "new" (the Mando and his ally didn't know each other at fist), but I think it would be preferable if the party, in a D&D game, have worked together for a few adventures at least. It *could* be a good starter adventure to unite the party, but this will be a bit more challenging to run. Even for an established group, this could mark the turning point in how the party sees itself - not just a rag tag of tomb robbers - but heroes too.
In the Mandalorian, Mando also had a special objective (defend Baby Yoda) but this isn't necessary for the scenario to work well. However, having some kind of vulnerable (but maybe useful?) NPC they have to protect on top of the general mission could be interesting?
The preparations and terrain.
The terrain should be interesting and varied - there should be opportunities for the villagers and party to put down crude fortification (barricades, a ditch etc.) and traps, funnel the enemy in subtle ways, hide a flanking team, whatever. The proper set up should give them a good edge over the bandits, or at least even the odds.
Hopefully, the PCs should be able to arm the villagers somewhat (missile weapons would be best) and train said villagers, so that their massed fire gives the edge to the party/villager alliance. Even improvised spears could help, as some of the bandits will try to close in and rush the barricades. Besides basic weapon training, the villagers should also learn what their part in the battle plan is. The kids shouldn't fight directly, but maybe they can be used to put out fires, activate traps and otherwise help. Almost everyone can pitch in, but the villagers won't accept some of them being used as cannon fodder.
It is possible that the village also has a "special weapon" of its own, but clearly it's not usable at the moment - something has to be done to assemble it, activate it, repair it, recruit it, create it, whatever. Perhaps they are beekeepers and some of the bees could be weaponized? If the party comes up with a clever idea, let them! It's important that this be a winnable fight, but it doesn't have to be the way you thought of as a GM, just a way that is plausible and fun.
For the love of god, don't roll for every single peasant and bandit! It will take forever and not be fun. The battle should be narrated in the background, and the PCs should turn the tide by reinforcing areas that are buckling, and by taking out the "special weapon". Once the special weapon is out and a number of bandits have been killed, the rest run away, not to return - they know this village is too tough for them now. They aren't fanatics, they just wanted to steal their food or valuables.
The aftermath.
The party gets their reward and moves on! Will some of them decide to stay behind and become farmers? Why not? It could be a good point for someone who doesn't want to keep their current character to retire said PC and start anew.
Another alternative of course is that this village becomes a base of operation. Maybe there are other adventures to be had in the area?
If you get most of these ingredients right, you can have a few very good sessions with this scenario. It won't be the most original, but everyone loves pizza.
Special thanks to Words for Yellow for discussion and feedback on this topic!
Monday, November 11, 2019
The strange spells of the Yellow City
(These spells were created for my 5e Yoon Suin campaign. The details aren't 100% there but you can figure it out. These are based on the hilarious list of spells created by an A.I. For some reason I thought I already had published this! So here you go)
Fomend’s Beating Sphere, level 2
An alternate form of flaming sphere, that does low damage (1d4) but also pushes people down (shoving at strength 16). The sphere has a reaction action that it uses to slam people trying to move away from it. When the spell works "well" it will shove down the victim and them bounce up and down on said victim until death ensures. The spell is a giant leathery ball that bounces around with a satisfying "boing!".
Cow of Auraly, level 2
A spying spell that works via a cow. Once enchanted, the caster hears everything the cow hears for the next 24 hours. Involves big yellow runes painted on the flank of the cow.
Finger of Enftebtemang, level 1
An attack spell by the infamous mage Enftebtemang (who did everything in the most complicated way possible), this spells switches the caster and target into an alternate, accelerated time stream. Over the course of several days, while the rest of the world appears frozen in time, one of the fingernails of the caster grows tremendously and stabs the victim (who is frozen but aware of the proceedings) in the face. This inflicts 1d12 damage, and the victim has disadvantage on its next attack, save or ability check due to disorientation. The user of the spell is recommended to bring food and water and perhaps a good book.
Conjure Velemert, level 3
Casting time, 10 minute. Material component: goat yoon curry on rice (consumed)
A risky spell that conjures the arch-mage Velemert, who has no head and a face of the palm of his hands. Velemert is annoyed at being summoned but will answer a single question (knowledge +10 arcana, history, +5 to other checks) if placated (Persuasion 15). If insulted (failure by 10), attacked, intimidated or simply annoyed by a caster who's too slow to ask a question or doesn't understand what's going on, Velemert grows angry and casts magic missile at the summoner (or someone else who insulted him), sneer, and vanish. If the magic missile is countered somehow, Velemert will laugh and vanish (but next time he's annoyed, he'll use another attack spell, possibly fire bolt). If Velemert's inclined to answer the question, he will answer with confidence and authority, no matter if he actually knows the answer or not (ie, he will rather lie that admit not knowing something). Once Velemert has answered the question OR blasted the summoner, he disappears in a puff of purple smoke.
Conjure Velemert can only be used once per day (and if someone else used it first, too bad for you!) and as a result the spell is a closely guarded secret. Velemert resides in Baitadili.
Fomend’s Beating Sphere, level 2
An alternate form of flaming sphere, that does low damage (1d4) but also pushes people down (shoving at strength 16). The sphere has a reaction action that it uses to slam people trying to move away from it. When the spell works "well" it will shove down the victim and them bounce up and down on said victim until death ensures. The spell is a giant leathery ball that bounces around with a satisfying "boing!".
Cow of Auraly, level 2
A spying spell that works via a cow. Once enchanted, the caster hears everything the cow hears for the next 24 hours. Involves big yellow runes painted on the flank of the cow.
Finger of Enftebtemang, level 1
An attack spell by the infamous mage Enftebtemang (who did everything in the most complicated way possible), this spells switches the caster and target into an alternate, accelerated time stream. Over the course of several days, while the rest of the world appears frozen in time, one of the fingernails of the caster grows tremendously and stabs the victim (who is frozen but aware of the proceedings) in the face. This inflicts 1d12 damage, and the victim has disadvantage on its next attack, save or ability check due to disorientation. The user of the spell is recommended to bring food and water and perhaps a good book.
Conjure Velemert, level 3
Casting time, 10 minute. Material component: goat yoon curry on rice (consumed)
A risky spell that conjures the arch-mage Velemert, who has no head and a face of the palm of his hands. Velemert is annoyed at being summoned but will answer a single question (knowledge +10 arcana, history, +5 to other checks) if placated (Persuasion 15). If insulted (failure by 10), attacked, intimidated or simply annoyed by a caster who's too slow to ask a question or doesn't understand what's going on, Velemert grows angry and casts magic missile at the summoner (or someone else who insulted him), sneer, and vanish. If the magic missile is countered somehow, Velemert will laugh and vanish (but next time he's annoyed, he'll use another attack spell, possibly fire bolt). If Velemert's inclined to answer the question, he will answer with confidence and authority, no matter if he actually knows the answer or not (ie, he will rather lie that admit not knowing something). Once Velemert has answered the question OR blasted the summoner, he disappears in a puff of purple smoke.
Conjure Velemert can only be used once per day (and if someone else used it first, too bad for you!) and as a result the spell is a closely guarded secret. Velemert resides in Baitadili.
Saturday, November 9, 2019
The Golems of the Yellow City
Slugmen are know for their magical skill, scholarship and mercantile acumen (along with many other, less flattering descriptors). But with a few notable exceptions, they put little value on martial skill, preferring to hire various guards and mercenaries to do their fighting for them. This can be problematic - highly skilled sell-swords are not cheap, and the average guard's fighting skills tends to be fair at best, due to the long hours of, well, guarding with few chances to get actual experience.
To remedy this, the noble houses started building golems. Golems are highly resilient to magic and are easily able to defeat the average guard. This led to somewhat of an arms race, as no House wanted to be bullied by another because they didn't have their own Golems.
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Gem golem by https://www.deviantart.com/seraph777 |
The initial golems were crude and imperfect, made of flesh or clay, and had a tendency to go berserk if injured in combat. This led them to be delegated to labor and guard duty. As the slugmen's mastery grew, golems of stone, then metal, were made, and they proved much more potent and reliable in combat. Massive sum were invested by the richer houses and the smaller ones struggled to keep up.
The arms race - and open warfare - were curtailed by the apparition of experimental golems made with unusual materials. These often have combat properties poorly understood by the rival houses. The house of Brass has a sea water golem. How powerful is it? They aren't saying. As it became difficult for a house to know if their gollems were stronger than a rival's golems, it became too risky to deploy them.
The latest golemology trend in the Yellow city is the use of clockwork golems, pioneered by the archmage Kwalish. The lesser ones are useful servants and laborers, although too expensive and finnicky to ever fully replace humans and crabmen servants, and too fragile to be truly useful in combat. The greater ones, powered by a captive soul, are known to be just as sturdy as stone golems, if not more. Some say that some clockwork golems have escaped their masters and become independent...
The end result of all this is that the Yellow City can field over well over a hundred greater golems if required, which is a potent deterrent to any would-be conqueror. These golem forces are challenging to deploy away from the Yellow City, but no one is willing to risk their wrath.
Slugmen golemologists are still active doing research, looking for exotic ingredients and new applications. Lesser clockwork golems are becoming more and more common. Rumors has it that the House of the Sea wants to test a galley powered by wood golem rowers for example. Given the slugmen's thirst for knowledge and novelty, it is all but guaranteed that new innovations in the field of golemology are on their way.
To use in play.
To be a golemist: In the GLOG, there at least two classes that I know of, here and here. I haven't made one myself, but those two are excellent starting points. There are no good rules in Troika! that I know of, but surely they could be made quite easily. In 5e that's a bit difficult, I think the most recent published Artificer class would do best (specifically the battle smith), although that's a bit war-like for the average slugman.
To BE a golem: Troika!'s thinking engine rules would do well. In the GLOG, I've made this class which I think would do too. In 5e, interestingly, the battle smith I listed above really works as an advanced arcane golem with a detachable sub golem, with just a bit of re-skin! That would be a fun character indeed.
Tuesday, October 29, 2019
The Leaf Ghost
Since Halloween is coming, a spoopy post!
Sometimes, when someone dies a violent death in the forest, their soul gets trapped amongst all the dying leaves. They become a leaf ghost, a peculiar form of spirit. Their power to affect the world is limited - no possessions, no objects flung, no icy claws. All they can do is move a small pile of leaves on the floor. They seem like nothing more than a moving disturbance on the leafy ground, as if blown by a peculiar gust of wind, or perhaps an unseen small animal lifting leaves as it darts on the forest floor. They are good at hiding, but are easily slain, a single blow is sufficient to dissipate them for good.
Leaf ghosts, unlike most spirits, do not last long, and will fade away in a few weeks or months. To avoid this fate, they must be near dying living beings and leach energy from their death - sentient beings preferably. They learn to lead predators, who follow the ripples in the leaves, to travelers the lost, so that they can feast upon the resulting violent deaths. These deaths often result into more leaf ghosts, until an entire forest can become haunted and widely feared.
With each death, leaf ghosts become more potent and darker, eventually transforming into shadows, specters or the like. They continue to prey on the unwary of course...
Scholars speculate that leaf ghosts are but a one type of an entire family of weak spirits all trying to lead folks to their doom. Currents pulling people towards the deep. Dusts ghosts spreading illness between houses, nothing more than dust bunnies. Floating ghost lights, leading travelers deep into bogs. Spark ghosts, floating embers on the wind, who can only exist outside flames for a few minutes, dreaming of killing fires...
A leaf ghost has a choice, of course. It could not cause the death of others, and after a few week, dissipate, letting the soul to move on to whatever afterlife it deserves. Or it could take the darker path...
Leaf Ghost
Speed 30 (as normal human)
Size small
HP 1 AC as leather
Advantage to stealth checks.
Inspired by a walk in a leafy park at night.
Sometimes, when someone dies a violent death in the forest, their soul gets trapped amongst all the dying leaves. They become a leaf ghost, a peculiar form of spirit. Their power to affect the world is limited - no possessions, no objects flung, no icy claws. All they can do is move a small pile of leaves on the floor. They seem like nothing more than a moving disturbance on the leafy ground, as if blown by a peculiar gust of wind, or perhaps an unseen small animal lifting leaves as it darts on the forest floor. They are good at hiding, but are easily slain, a single blow is sufficient to dissipate them for good.
Leaf ghosts, unlike most spirits, do not last long, and will fade away in a few weeks or months. To avoid this fate, they must be near dying living beings and leach energy from their death - sentient beings preferably. They learn to lead predators, who follow the ripples in the leaves, to travelers the lost, so that they can feast upon the resulting violent deaths. These deaths often result into more leaf ghosts, until an entire forest can become haunted and widely feared.
With each death, leaf ghosts become more potent and darker, eventually transforming into shadows, specters or the like. They continue to prey on the unwary of course...
Scholars speculate that leaf ghosts are but a one type of an entire family of weak spirits all trying to lead folks to their doom. Currents pulling people towards the deep. Dusts ghosts spreading illness between houses, nothing more than dust bunnies. Floating ghost lights, leading travelers deep into bogs. Spark ghosts, floating embers on the wind, who can only exist outside flames for a few minutes, dreaming of killing fires...
A leaf ghost has a choice, of course. It could not cause the death of others, and after a few week, dissipate, letting the soul to move on to whatever afterlife it deserves. Or it could take the darker path...
Leaf Ghost
Speed 30 (as normal human)
Size small
HP 1 AC as leather
Advantage to stealth checks.
Inspired by a walk in a leafy park at night.
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