Tuesday, January 25, 2022

Wyrd of the Week: Bean Nighe

 

Bean Nighe (Undead)

Defense: 14

Endurance: 18

Reduction Value: 3

Attack Modifier: +5

Attacks: Strangle (2d6)

Special: Blessing of Doom, Drown. Mournful Song, Swift as the Stream, Undead

Move: 3

Saving Throw: 15

Despair Rating: 8

Known as the Washing Woman or Washer at the Ford, the Bean Nighe is often mistaken for a fey, but is actually
the forlorn spirit of young mothers who died while burdened by the belief that their motherly duties were left
incomplete. That sorrow turns inward, eventually twisting into hatred towards the living that keeps their soul
from finding peace. They appear to mortals unfortunate to encounter them as twisted elderly women shrouded
in a long grey-green shaw that conceals strange a twisted visage marred by such physical disfigurements as
having only a single nostril, only one long, broad tooth, or impossibly watery eyes. In all forms, Bean Nighe
keep their horrible appearance concealed by their dirty, water-logged clothing.

The Bean Nighe is always found at a river bank, most often near a village or small rural community. They most
typically haunt washing spots where they hope to draw victims in with a low, mournful washing song as they
dip the bloody edges of their rags into the water, endlessly washing them and yet never removing these crimson
stains. Any mortals who hear this song, which carries on the wind to a distance of up three hundred feet, must
make a Despair Saving Throw even before they see the Bean Nighe. Those that fail find must move towards the
Bean Nighe at their Cautious Movement rate or faster and suffer all the other effects of a failed Despair Saving
Throw. Once a target is adjacent to the Bean Nighe it attempts to entangle the target with their shaw. If the Bean
Nighe makes a successful melee attack against a target with this shaw, the victim is immediately pulled into the
nearby waters and begins to drown (see THJ2e Core Rules, page 88). In addition to the damage suffered from
drowning and the Disadvantage on all rolls imposed by drowning, the victim also suffers 2d6 strangulation damage
which is not reduced by most sources of Reduction Value (such as armor). Finally, though slow on land if a Bean
Nighe is standing in even a puddle of water and remains in any body of water her Movement is doubled from 3
to 6.

Fortunately those who are able to resist becoming enchanted by the mournful song of the Bean Nighe may be
able to capture her. Characters that are able to sneak up on the Bean Nighe and surprise her by making a
successful melee attack roll, followed by a successful Might-based Saving Throw can pin her. Once pinned, the
Bean Nighe can be made to provide a blessing to the one who captured her. This blessing, known as a Blessing
of Doom, grants the captor Advantage on any checks made associated with their Acrobatics, Forestry, Lore, or
Thievery. The captor chooses which ability receives this benefit at the time of capture. Unfortunately, this is
gift comes at a price, and the captor also suffers Disadvantage on all Grievous Wound Saving Throws. The
effects of the Blessing of Doom remain for a year and a day or until the Bean Nighe is slain.

Bean Nighes are always solitary and because they are undead, they are vulnerable to any effects or abilities that
uniquely target creatures of this type. Unfortunately, it is commonly believed that they are fey - though this is
false and unless a character specifically researches the Bean Nighe with a successful Lore check or discovers
this through the course of the legendarium it is "common knowledge" that the Bean Nighe is a fey creature.
Legend says that if a Bean Nighe is reunited with one of its living children, its rage will turn to sorrow and
remorse and the restless soul will find peace, fading from existence.

Saturday, January 15, 2022

Wyrd of the Week: A Meager Flame Against A Mighty Darkness

 This time on Wyrd of the Week we introduce a new spell, never before published! Fire need not always be a tool of war and destruction with A Meager Flame Against a Mighty Darkness!

A Meager Flame Against a Mighty Darkness (Apprentice)

Fire is a primal thing, like magic itself. It is as often associated with destruction, the scorching of bountiful lands, or the forging of bloody tools of war and carnage. But the Goodly Folk of the world know that the smallest flame is often all that is needed to drive away the darkness and find hope rekindled in a single ember. A Meager Flame Against a Mighty Darkness is a spell that draws upon the power of fire in its service to these things to protect and guide the true-hearted people of the world to find warmth, protection, and fellowship in even their darkest hours.

A Light to Guide the Way: The caster of this spell holds a staff or similar object aloft towards the sky and a great sprout of fireworks shoots up high into the sky and explodes in a shower of brightly colored sparks of their choice. It is visible for all to see for up to ten miles away per level of the caster, provided the natural environment does not otherwise obscure it. The caster then selects a number of targets equal to their level. Those individuals can make their choice of a Forestry ability check or Insight-based Attribute Saving Throw to know the fastest and most direct route to the caster, even if the caster moves after casting the spell. This knowledge remains imprinted in their mind for a number of days equal to the caster's level, even if the caster is slain.

Flickering Flame Rekindled: The caster of this spell is able to kindle a quickly spreading magical flame into a small, flammable object held in one hand, such as a pine cone, short stick, or even a candle. This item never weighs more than five pounds. Once lit, the flame will not burn the caster so long as they hold it and gives off the same light as that of a torch. It remains lit for a number of rounds equal to the caster's level and can be thrown with a range of 30 feet with a ranged attack roll. If the attack roll is successful, the target suffers 2d4 damage. Instead of simply lighting and throwing the object, the caster can spend their action lighting another small flammable object. Only one object can be lit per round, and all objects cease to burn when the spell's duration end. If an object lit by the caster of this spell is held by someone else, then the one who holds the newly lit projectile will not be burned by it as long as it remains in their hand. It can then be thrown in by the holder in the manner described above. Anyone struck by the burning object must make a Finesse-based Attribute Saving Throw or they briefly catch fire, additional damage equal to the caster's Insight modifier (which ignores Reduction Value from most armor) until the spell expires. If a ranged attack misses with the burning object, its flame winks out once it touches the ground. 

Warmth Taken to Heart: This spell allows the caster to take the warmth of friendship and fellowship and set it within their hearts to protect against the chill of a cold, cold world. It must be cast immediately prior to attempting to Relax Around the Campfire. If the caster succeeds in their Bearing-based Saving Throw made to Relax Around the Campfire, they receive Advantage on all Saving Throws made to resist any supernatural or environmental cold-based effects, such as frost bite from icy weather, chilled water, or magic that would chill them to the bone, for the next 24 hours. This spell can target a number of individuals equal to the caster's level, though the caster themself must always be one of those targets.