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.

4 comments:

  1. How are Betwixt & Between and Mischief & Merriment coming along? I've started to run a Hero's Journey game with my group and I'm eager for new content, especially the Paladin and Enchantress variant archetypes you talked about here: https://theherosjourney2e.blogspot.com/2020/12/the-journey-into-2021.html.

    I'm also curious about the Ever-Child Lineage, since my game is taking a lot from Peter Pan (Faerie-wise at least). Will we ever see a pixie-like Lineage? A player plays a Pixie in another game and I'd love to give them the option of playing one in Hero's Journey, but I wouldn't even know where to start homebrewing such a Lineage (especially when it comes to Heirlooms).

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    1. I've also developed the Goblin Brute as a Lineage, complete with Heirlooms. It was kind of really draining!

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    2. Both books are written and in editing and development at this point. Covid has thrown a whammy into the behind the scenes production of both books, but we're hoping for a release this year at some point.

      The Paladin is not what you expect in the traditional sense. It's a more martial Yeoman variant who is sworn to defend and protect an ideal, nation, or community - gaining special abilities when acting in this fashion and providing bonuses who aid them in these efforts. The Enchantress is a Wizard variant with strong ties to the fey and capable of literally stealing enchantments cast by another Wizard.

      The Ever-Child is a Changeling Variant lineage that is absolutely inspired by the Lost Boys of Peter Pan fame, so I think you'll like it. I fought with myself long and hard about doing a Pixie Lineage, but eventually decided against it. My logic as a designer was that if a player character is completely a creature of wonder then that diminishes the experience of wonder for them when encountering new and strange things. Ever-Children are, in the end, still as human as any other changeling, with a proverbial foot in each world.

      Home-brewing Lineages and Heirlooms is encouraged! The best way to think of it is to start by giving a Lineage a base of 3d6 in each attribute. If they're less likely to show natural talent or ability in that attribute, reduce it to 2d6+1. If they're truly poor, you could even reduce it to 1d6+2. Same goes for having heightened aptitude. 2d6+6 for those who are a cut above the rest, and 1d6+12 for those who challenge the very limits of what is possible. Almost all lineages have 1-2 weapons they are automatically proficient in. Then come up with 2-3 special abilities and boom, you're done the hard part. Pick one Archetype they can advance to 10 in, then pick 2-3 they can go to 7, another 2-3 they can go to 5th or 3rd level in, and reasonably rule out a few that it would be nigh impossible for them to have.

      Heirlooms are a bit more of a ballpark. A very minor heirloom with a very specific and very minor effect might be worth 1 Myth Point, while 2-3 Myth Points might constitute a generally useful but note overwhelmingly useful heirloom. A 4 Myth Point heirloom is going to be visibly powerful and noticeably magical. While Heirlooms with a 5+ Myth Point value are going to be among the most powerful and legendary items of the age.

      Goblin Brutes as a lineage sound rather interesting and were not something I'd considered! I always encourage folks to be creative with the game so good on you for doing it! Betwixt and Between has a new "brusier" type Lineage in it that focuses on a bestial nature, the Wildling - a Changeling who was taken for a single night by the Wyld Hunt! They are one of the rare few to survive the ordeal and it has left them forever changed...

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    3. Such a quick response! And thanks for the explanations! Looking forward to full versions of the Paladin and Enchantress even more now, since my game is inspired by Arthurian legend and the Great Pendragon Campaign in its human matters.

      For this game I've developed my own original variant archetype I'm quite proud of, the Courtier. The Courtier is a Yeoman variant who focuses on Empathy, an Archetype Skill for discerning lies and calming children, and on out-of-combat healing for Charges. It suits character types like "courtly ladies" you might see in King Arthur Pendragon, but they have a little bit of combat training (less than the basic Yeoman though) to back themselves up.

      Anyway, I suppose I can see why a Pixie Lineage is a bit too magical if it takes after Tinkerbell as seen in the novel, and folkloric depictions of fairies and pixies. On the other hand, I also don't see a character like Puck from Berserk (probably the best inspiration to take for any Pixie player character) or Tinkerbell as depicted in Hook (and maybe the Disney Fairies movies? Not sure, haven't seen them) as so much more magical or wondrous than a character like Treebeard, who got some good representation.

      Thanks for the guidelines, that really helps! I have something to compare my Goblin Brute Lineage to. And I think I'll make my own Pixie Lineage with these guidelines too!

      Wildlings sound really interesting too. Gosh I'm excited for this new stuff.

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