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<blockquote data-quote="Arkhandus" data-source="post: 3033384" data-attributes="member: 13966"><p><span style="font-size: 15px">Leaflings, the green-thumbed halflings (By Arkhandus)</span></p><p></p><p>[sblock]</p><p></p><p><span style="font-size: 12px">Overview</span></p><p>[sblock]</p><p>Leaflings are a race of halflings, long separated from their kin in a remote valley where they cultivated and grew a wonderful, edible, flowering plant they named chromaflower, for its multihued flowers. However, after generations of ingesting this plant, they found that it didn't always get digested, and fused within their bodies as a symbiote. This was not noticeable until the symbiotic chromaflowers had adapted so well that they began sprouting harmless, leafy growths through the halflings' skin. By this point, even after they stopped harvesting the chromaflowers, the halfling communities of that flower's native valley discovered that the leafy growths did not cease, and even carried over to infants born after the symbiotic bonding. Eventually the halflings gave up on trying to remove the plants from themselves, as they seemed resistant to priestly attempts at purging from the body; another, albeit not so pleasant, miraculous trait of the chromaflower. Eventually, halfling druids concluded that chromaflowers were strongly infused with nature's gifts, the source of their survivability and adaptation. It was also concluded that they were mostly harmless and would not change the halflings into anything unnatural or un-halfling-like, only yielding minor changes as they merged with the halflings fully and became a natural part of their bloodlines.</p><p><strong>Personality:</strong> As per halflings of the Player's Handbook.</p><p><strong>Physical Description:</strong> As per halflings of the Player's Handbook. However, leaflings bear a some plant-like physical traits that make their unusual heritage quite obvious. Their eyes are pure, featureless green, with no distinguishable irises, pupils, or the like. Everything they see bears a slight twinge of green in their own vision. A pair of wing-like growths sprout from the rear of a leafling's shoulderblades, resembling small feathery wings, but more green and leafy than feathers. Leaflings possess grass-like hair on their head, the back of their hands, and the top of their feet, which is moderately less flexible than true hair, but they possess no other hair on their bodies. A leafling's skin bears varying degrees of greenish tint on some parts of their body, such as most of the skin on their neck, back, chest, lower arms, and lower legs. A leafling has a green tongue and a mixture of green, red, and yellowish blood, which is quite unusual to other races, but leaflings have grown used to it. Their blood is somewhat thicker than a normal halfling's. A leafling sprouts tiny, colorful flowers on their scalp during the springtime, but these fall off and wither away by summer. Leaflings possess only very minor internal differences, and are still entirely capable of interbreeding with other halflings, but most children of such unions are leaflings as well.</p><p><strong>Relations:</strong> As per halflings of the Player's Handbook.</p><p><strong>Alignment:</strong> As per halflings of the Player's Handbook. Leaflings are more likely than other halflings to be neutral in alignment.</p><p><strong>Example Lands:</strong> As per halflings of the Player's Handbook.</p><p><strong>Religion:</strong> As per halflings of the Player's Handbook.</p><p><strong>Language:</strong> As per halflings of the Player's Handbook.</p><p><strong>Names:</strong> As per halflings of the Player's Handbook.</p><p>[/sblock]</p><p><span style="font-size: 12px">Leafling Racial Traits</span></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">Strength -2; leaflings are not as nimble and swift as their fellow halflings, but they are just as short and physically meek.</li> <li data-xf-list-type="ul">Base speed 20 ft</li> <li data-xf-list-type="ul">Small-sized: Leaflings have a +1 size bonus on attack rolls and Armor Class, as well as a +4 size bonus on Hide checks, but they suffer a size penalty on certain rolls, such as -4 on grapple checks. Leaflings deal a base of 1d2 nonlethal (subdual in 3.0 rules) damage unarmed, and must use smaller equipment than humans. Their carrying capacities are only three-quarters those of a Medium-sized creature with the same Strength score.</li> <li data-xf-list-type="ul">Type: Leaflings are Humanoids of the Halfling subtype.</li> <li data-xf-list-type="ul">Minor Plant Traits: A leafling has some traits resembling those of plants, and some other traits resulting from their strange plant-symbiote melding. They are immune to paralysis, sleep, dream, and nightmare effects. Leaflings have lost the need for sleep and their minds have adapted, though leaflings must undertake complete bed rest in order to regain spells or other abilities that would normally require sleep. The leafling simply doesn't sleep at those times, instead lying in rest but fully awake. A leafling who rests in this way for at least 8 hours of the day, if lying on decent or good soil, of at least minor moistness, with no clothing or other materials between their torso and the soil, will absorb sufficient nutrients from that soil (through minute, retractable roots) to provide half the nutrition and moisture they would need for that day. Leaflings possess low-light vision, allowing them to see twice as far as a human in conditions of poor illumination, but not in absolute darkness. Lastly, a leafling suffers only half damage, rounded up, from nonlethal damage attacks (but not other nonlethal damage effects, such as from fatigue or starvation or natural heat effects), due to a reduced sense of pain and a reduced dependance on sensitive organs.</li> <li data-xf-list-type="ul">Leafling possess the same bonuses on saving throws and skill checks as other halflings, but leaflings do not have the throwing attack bonus of other halflings. They abandoned some of their traditional games and sports during their isolation, and took up a greater interest in gardening and socializing.</li> <li data-xf-list-type="ul">Additional +2 to their racial bonus on Fortitude saves: A leafling's body has become more resistant to toxins, disease, trauma, and other dangers, while their vitality is less easily sapped.</li> <li data-xf-list-type="ul">-4 racial penalty on all saves against fire and saves to extinguish themselves when on fire: Leaflings are more vulnerable to catching fire and burning rapidly, compared to normal halflings.</li> <li data-xf-list-type="ul">Automatic Languages: Common and Halfling. Bonus Languages: Draconic, Dwarven, Elven, Orc, Sylvan, or Terran.</li> <li data-xf-list-type="ul">Favored Class: A leafling's favored class is ranger.</li> </ul><p>[/sblock]</p><p><span style="font-size: 12px">Racial Paragon Class</span></p><p>[sblock]</p><p><strong><span style="font-size: 10px">Leafling Paragon</span></strong></p><p>Alignment: Any.</p><p>Hit Dice: D8.</p><p></p><p>Class Skills: The leafling paragon's class skills, and the key ability for each, are Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).</p><p></p><p>Skill Points at Each Level: 4 + Int modifier. Multiply this amount by 4 at 1st-level in the class if it is also the leafling's 1st character level.</p><p></p><p>Weapon and Armor Proficiency: Leafling paragons are proficient in simple weapons and light armor.</p><p></p><p>Social Gardener: Leafling paragons gain a +2 bonus on all Diplomacy, Knowledge (Nature), Profession (Gardener), and Sense Motive skill checks.</p><p></p><p>Spells: A 2nd-level leafling paragon gains the spellcasting ability of a 1st-level bard, druid, or sorcerer, if he or she does not already possess such ability. The leafling paragon suffers the same restrictions and hindrances as the chosen class regarding spellcasting (including a druid's or bard's alignment and equipment restrictions, if applicable). If the leafling paragon already has spellcasting ability from one of those classes, or from the ranger class, then instead he or she gains improved spellcasting from one class. The leafling paragon must then choose one of those four classes, and it must be a class that he or she receives spells from. Add +1 to the leafling paragon's effective level in the chosen class for purposes of spellcasting, including caster level, spells known, and spells per day, but not for other class features, such as bonus feats, familiars, bardic music, or animal companions.</p><p></p><p>Ability Boost: At 3rd-level, a leafling paragon's Charisma score increases by 2 points.</p><p></p><p>Class.....Base........Fort....Ref.....Will.......Special</p><p>Level.....Attack.....Save...Save...Save.....Class Features</p><p>1...........+0..........+0......+2......+0........Social Gardener</p><p>2...........+1..........+0......+3......+0........Spells</p><p>3...........+2..........+1......+3......+1........Ability Boost (+2 Charisma)</p><p>[/sblock]</p><p><span style="font-size: 12px">Racial Feats</span></p><p>[sblock]</p><p><span style="font-size: 10px">Leafling Shearer (Special)</span></p><p>You apply your skill in gardening and tree pruning to combat, mastering quick and precise skills with a knife or sword.</p><p><strong>Prerequisites:</strong> Leafling race, Profession (Gardener) 4+ ranks, Dex 13+.</p><p><strong>Benefit:</strong> You gain a +1 bonus on melee damage with a dagger or short sword, doubled against creatures of the Plant type. Multiply this bonus damage normally if you score a critical hit, when the target is susceptible to critical hits. In addition, you gain a +1 bonus on threat confirmation rolls with daggers and short swords used in melee.</p><p></p><p><span style="font-size: 10px">Leafling Stalker (Special)</span></p><p>You have learned to cultivate some padded plant growth on your feet, and longer grass-like or leafy growths across various parts of your body, through your symbiotic relationship with the chromaflower in you. You've also practiced well at hiding among true plants in the wilderness.</p><p><strong>Prerequisites:</strong> Leafling race, 5+ ranks Hide, 5+ ranks Move Silently, Wis 13+</p><p><strong>Benefit:</strong> Your racial bonus on Move Silently checks improves by +4 when moving around barefoot. You gain a +4 circumstance bonus on Hide checks while in forests or other areas of moderate or significant trees and undergrowth, including some gardens. This Hide bonus is reduced to +2 if you are wearing significant materials that do not blend in somewhat with the environment.</p><p>[/sblock]</p><p><span style="font-size: 12px">Design Notes</span></p><p>[sblock]</p><p>I thought of making a race with some plant traits and peculiarities, and wanted to do something with symbiotic critters. So this is what sprang to mind, a neat little variation on halflings that can fit in most any setting that uses halflings.</p><p></p><p>They give up the Dexterity bonus and throwing attack bonus of normal halflings, and their languages/favored class are a tad different but still very similar, since they were normal halflings to begin with. The race gains better Fortitude saves to compensate for the lost throwing bonus and a weakness against fire, which is the most abundant non-physical attack form in D&D. This also helps make up just a bit for their plant traits.</p><p></p><p>Their Dex loss makes up for their minor plant traits; about a third of it makes up for the minor immunities, another third makes up for the low-light vision and the resting benefit, while the last third makes up for the nonlethal reduction.</p><p>[/sblock]</p><p><span style="font-size: 12px">Plot hooks</span></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">A leafling youth has wandered out of their people's valley, looking to explore the outside world, and gotten lost in the wilderness several miles away. He or she ran afoul of a few bugbears and narrowly escaped, after they roughed him or her up a bit (nonlethal punches and the like) and took the leafling's backpack of food, water, keepsakes, and valuables (leafling-minted gold coins, and some onyx talismans used as good luck charms and trade pieces). The leafling has little else of any value, and needs help to get his or her stuff back or at least bring him or her back to some civilized place; in the latter case, the leafling still has no real way of making a living, without his backpack of tools and supplies. Fortunately he's come across a party of adventurers out in the wilderness (or at the edge of a road he or she didn't know about)....... This leafling could be a PC or an NPC, and may be willing/able to reward the adventurers for their help if they retrieve his or her backpack. The leafling would also be grateful enough to help them out if so, and will even try to help in retrieving the backpack if they agree.</li> <li data-xf-list-type="ul">Some leaflings have set out from their valley as a small caravan, seeking out distant brethren amongst the halflings of another land. They bring trade goods and all their possessions, but are set upon by a large band of kobold raiders at night, who slay most of the leaflings and take most of their victim's possessions, leaving only the wagons and least-valuable materials. A few leaflings escape, thanks to the valiant efforts of a few leafling warriors who died securing the escape route. These survivors manage to reach a nearby town, ragged and half-starved, seeking aid and vengeance. They use what coinage they have in their collective pockets to get food and water, and to try hiring adventurers or mercenaries to go after the kobolds. The leafling survivors only want to retrieve some of their possessions and see kinfolk avenged, so their hired allies are promised most of the loot. The remains of the wagons and the numerous leafling corpses will attest to the veracity of the story, as the survivors did not have any chance to bury the dead yet.</li> <li data-xf-list-type="ul">Ogres have recently come across the leafling valley and raided a town on the fringes. The town's remaining inhabitants, those not killed or eaten by the ogres, have organized a small force to go back out and strike at the ogres, who have returned to their base in some nearby hills. This group of hastily-gathered leafling adventurers is tasked with defeating the ogre marauders and retrieving some unspecified valuable item taken by the ogres. Likely a magic item of some significance to the town's church, the town's leaders won't say what it was, only the general size of the stolen relic. The leaders do know and inform the party that an ogre mage is in charge of the enemy force, and it is estimated that a little over half a dozen ogres were involved in the attack, but only one was slain by defenders. The ogres were well-armed and probably have more valuables in their base, from raids on other races outside the valley.</li> <li data-xf-list-type="ul">A community of leaflings has sprung up in a forest outside the valley, near a human city where they are having some difficulty integrating and doing business. Unfortunately, a cult of priests serving a death-god has begun to prey upon the leaflings, and suspicions about the disappearances are rising in the community. A few leaflings don't think the investigations are helping, and want to do something more about the disappearance of their kindred. They'll seek allies among the human city while searching for their lost friends and family, and the leaflings' priests may be assisting the effort by talking with fellow clergymen of the city's churches to the same deities. Difficulties interfere a bit, from generations of separation that yielded a few peculiar variations in the leaflings' passed-down religious teachings.</li> </ul><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3033384, member: 13966"] [SIZE=4]Leaflings, the green-thumbed halflings (By Arkhandus)[/SIZE] [sblock] [SIZE=3]Overview[/SIZE] [sblock] Leaflings are a race of halflings, long separated from their kin in a remote valley where they cultivated and grew a wonderful, edible, flowering plant they named chromaflower, for its multihued flowers. However, after generations of ingesting this plant, they found that it didn't always get digested, and fused within their bodies as a symbiote. This was not noticeable until the symbiotic chromaflowers had adapted so well that they began sprouting harmless, leafy growths through the halflings' skin. By this point, even after they stopped harvesting the chromaflowers, the halfling communities of that flower's native valley discovered that the leafy growths did not cease, and even carried over to infants born after the symbiotic bonding. Eventually the halflings gave up on trying to remove the plants from themselves, as they seemed resistant to priestly attempts at purging from the body; another, albeit not so pleasant, miraculous trait of the chromaflower. Eventually, halfling druids concluded that chromaflowers were strongly infused with nature's gifts, the source of their survivability and adaptation. It was also concluded that they were mostly harmless and would not change the halflings into anything unnatural or un-halfling-like, only yielding minor changes as they merged with the halflings fully and became a natural part of their bloodlines. [B]Personality:[/B] As per halflings of the Player's Handbook. [B]Physical Description:[/B] As per halflings of the Player's Handbook. However, leaflings bear a some plant-like physical traits that make their unusual heritage quite obvious. Their eyes are pure, featureless green, with no distinguishable irises, pupils, or the like. Everything they see bears a slight twinge of green in their own vision. A pair of wing-like growths sprout from the rear of a leafling's shoulderblades, resembling small feathery wings, but more green and leafy than feathers. Leaflings possess grass-like hair on their head, the back of their hands, and the top of their feet, which is moderately less flexible than true hair, but they possess no other hair on their bodies. A leafling's skin bears varying degrees of greenish tint on some parts of their body, such as most of the skin on their neck, back, chest, lower arms, and lower legs. A leafling has a green tongue and a mixture of green, red, and yellowish blood, which is quite unusual to other races, but leaflings have grown used to it. Their blood is somewhat thicker than a normal halfling's. A leafling sprouts tiny, colorful flowers on their scalp during the springtime, but these fall off and wither away by summer. Leaflings possess only very minor internal differences, and are still entirely capable of interbreeding with other halflings, but most children of such unions are leaflings as well. [B]Relations:[/B] As per halflings of the Player's Handbook. [B]Alignment:[/B] As per halflings of the Player's Handbook. Leaflings are more likely than other halflings to be neutral in alignment. [B]Example Lands:[/B] As per halflings of the Player's Handbook. [B]Religion:[/B] As per halflings of the Player's Handbook. [B]Language:[/B] As per halflings of the Player's Handbook. [B]Names:[/B] As per halflings of the Player's Handbook. [/sblock] [SIZE=3]Leafling Racial Traits[/SIZE] [sblock] [list] [*]Strength -2; leaflings are not as nimble and swift as their fellow halflings, but they are just as short and physically meek. [*]Base speed 20 ft [*]Small-sized: Leaflings have a +1 size bonus on attack rolls and Armor Class, as well as a +4 size bonus on Hide checks, but they suffer a size penalty on certain rolls, such as -4 on grapple checks. Leaflings deal a base of 1d2 nonlethal (subdual in 3.0 rules) damage unarmed, and must use smaller equipment than humans. Their carrying capacities are only three-quarters those of a Medium-sized creature with the same Strength score. [*]Type: Leaflings are Humanoids of the Halfling subtype. [*]Minor Plant Traits: A leafling has some traits resembling those of plants, and some other traits resulting from their strange plant-symbiote melding. They are immune to paralysis, sleep, dream, and nightmare effects. Leaflings have lost the need for sleep and their minds have adapted, though leaflings must undertake complete bed rest in order to regain spells or other abilities that would normally require sleep. The leafling simply doesn't sleep at those times, instead lying in rest but fully awake. A leafling who rests in this way for at least 8 hours of the day, if lying on decent or good soil, of at least minor moistness, with no clothing or other materials between their torso and the soil, will absorb sufficient nutrients from that soil (through minute, retractable roots) to provide half the nutrition and moisture they would need for that day. Leaflings possess low-light vision, allowing them to see twice as far as a human in conditions of poor illumination, but not in absolute darkness. Lastly, a leafling suffers only half damage, rounded up, from nonlethal damage attacks (but not other nonlethal damage effects, such as from fatigue or starvation or natural heat effects), due to a reduced sense of pain and a reduced dependance on sensitive organs. [*]Leafling possess the same bonuses on saving throws and skill checks as other halflings, but leaflings do not have the throwing attack bonus of other halflings. They abandoned some of their traditional games and sports during their isolation, and took up a greater interest in gardening and socializing. [*]Additional +2 to their racial bonus on Fortitude saves: A leafling's body has become more resistant to toxins, disease, trauma, and other dangers, while their vitality is less easily sapped. [*]-4 racial penalty on all saves against fire and saves to extinguish themselves when on fire: Leaflings are more vulnerable to catching fire and burning rapidly, compared to normal halflings. [*]Automatic Languages: Common and Halfling. Bonus Languages: Draconic, Dwarven, Elven, Orc, Sylvan, or Terran. [*]Favored Class: A leafling's favored class is ranger. [/list] [/sblock] [SIZE=3]Racial Paragon Class[/SIZE] [sblock] [B][SIZE=2]Leafling Paragon[/SIZE][/B] Alignment: Any. Hit Dice: D8. Class Skills: The leafling paragon's class skills, and the key ability for each, are Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Multiply this amount by 4 at 1st-level in the class if it is also the leafling's 1st character level. Weapon and Armor Proficiency: Leafling paragons are proficient in simple weapons and light armor. Social Gardener: Leafling paragons gain a +2 bonus on all Diplomacy, Knowledge (Nature), Profession (Gardener), and Sense Motive skill checks. Spells: A 2nd-level leafling paragon gains the spellcasting ability of a 1st-level bard, druid, or sorcerer, if he or she does not already possess such ability. The leafling paragon suffers the same restrictions and hindrances as the chosen class regarding spellcasting (including a druid's or bard's alignment and equipment restrictions, if applicable). If the leafling paragon already has spellcasting ability from one of those classes, or from the ranger class, then instead he or she gains improved spellcasting from one class. The leafling paragon must then choose one of those four classes, and it must be a class that he or she receives spells from. Add +1 to the leafling paragon's effective level in the chosen class for purposes of spellcasting, including caster level, spells known, and spells per day, but not for other class features, such as bonus feats, familiars, bardic music, or animal companions. Ability Boost: At 3rd-level, a leafling paragon's Charisma score increases by 2 points. Class.....Base........Fort....Ref.....Will.......Special Level.....Attack.....Save...Save...Save.....Class Features 1...........+0..........+0......+2......+0........Social Gardener 2...........+1..........+0......+3......+0........Spells 3...........+2..........+1......+3......+1........Ability Boost (+2 Charisma) [/sblock] [SIZE=3]Racial Feats[/SIZE] [sblock] [SIZE=2]Leafling Shearer (Special)[/SIZE] You apply your skill in gardening and tree pruning to combat, mastering quick and precise skills with a knife or sword. [B]Prerequisites:[/B] Leafling race, Profession (Gardener) 4+ ranks, Dex 13+. [B]Benefit:[/B] You gain a +1 bonus on melee damage with a dagger or short sword, doubled against creatures of the Plant type. Multiply this bonus damage normally if you score a critical hit, when the target is susceptible to critical hits. In addition, you gain a +1 bonus on threat confirmation rolls with daggers and short swords used in melee. [SIZE=2]Leafling Stalker (Special)[/SIZE] You have learned to cultivate some padded plant growth on your feet, and longer grass-like or leafy growths across various parts of your body, through your symbiotic relationship with the chromaflower in you. You've also practiced well at hiding among true plants in the wilderness. [B]Prerequisites:[/B] Leafling race, 5+ ranks Hide, 5+ ranks Move Silently, Wis 13+ [B]Benefit:[/B] Your racial bonus on Move Silently checks improves by +4 when moving around barefoot. You gain a +4 circumstance bonus on Hide checks while in forests or other areas of moderate or significant trees and undergrowth, including some gardens. This Hide bonus is reduced to +2 if you are wearing significant materials that do not blend in somewhat with the environment. [/sblock] [SIZE=3]Design Notes[/SIZE] [sblock] I thought of making a race with some plant traits and peculiarities, and wanted to do something with symbiotic critters. So this is what sprang to mind, a neat little variation on halflings that can fit in most any setting that uses halflings. They give up the Dexterity bonus and throwing attack bonus of normal halflings, and their languages/favored class are a tad different but still very similar, since they were normal halflings to begin with. The race gains better Fortitude saves to compensate for the lost throwing bonus and a weakness against fire, which is the most abundant non-physical attack form in D&D. This also helps make up just a bit for their plant traits. Their Dex loss makes up for their minor plant traits; about a third of it makes up for the minor immunities, another third makes up for the low-light vision and the resting benefit, while the last third makes up for the nonlethal reduction. [/sblock] [SIZE=3]Plot hooks[/SIZE] [sblock] [list] [*]A leafling youth has wandered out of their people's valley, looking to explore the outside world, and gotten lost in the wilderness several miles away. He or she ran afoul of a few bugbears and narrowly escaped, after they roughed him or her up a bit (nonlethal punches and the like) and took the leafling's backpack of food, water, keepsakes, and valuables (leafling-minted gold coins, and some onyx talismans used as good luck charms and trade pieces). The leafling has little else of any value, and needs help to get his or her stuff back or at least bring him or her back to some civilized place; in the latter case, the leafling still has no real way of making a living, without his backpack of tools and supplies. Fortunately he's come across a party of adventurers out in the wilderness (or at the edge of a road he or she didn't know about)....... This leafling could be a PC or an NPC, and may be willing/able to reward the adventurers for their help if they retrieve his or her backpack. The leafling would also be grateful enough to help them out if so, and will even try to help in retrieving the backpack if they agree. [*]Some leaflings have set out from their valley as a small caravan, seeking out distant brethren amongst the halflings of another land. They bring trade goods and all their possessions, but are set upon by a large band of kobold raiders at night, who slay most of the leaflings and take most of their victim's possessions, leaving only the wagons and least-valuable materials. A few leaflings escape, thanks to the valiant efforts of a few leafling warriors who died securing the escape route. These survivors manage to reach a nearby town, ragged and half-starved, seeking aid and vengeance. They use what coinage they have in their collective pockets to get food and water, and to try hiring adventurers or mercenaries to go after the kobolds. The leafling survivors only want to retrieve some of their possessions and see kinfolk avenged, so their hired allies are promised most of the loot. The remains of the wagons and the numerous leafling corpses will attest to the veracity of the story, as the survivors did not have any chance to bury the dead yet. [*]Ogres have recently come across the leafling valley and raided a town on the fringes. The town's remaining inhabitants, those not killed or eaten by the ogres, have organized a small force to go back out and strike at the ogres, who have returned to their base in some nearby hills. This group of hastily-gathered leafling adventurers is tasked with defeating the ogre marauders and retrieving some unspecified valuable item taken by the ogres. Likely a magic item of some significance to the town's church, the town's leaders won't say what it was, only the general size of the stolen relic. The leaders do know and inform the party that an ogre mage is in charge of the enemy force, and it is estimated that a little over half a dozen ogres were involved in the attack, but only one was slain by defenders. The ogres were well-armed and probably have more valuables in their base, from raids on other races outside the valley. [*]A community of leaflings has sprung up in a forest outside the valley, near a human city where they are having some difficulty integrating and doing business. Unfortunately, a cult of priests serving a death-god has begun to prey upon the leaflings, and suspicions about the disappearances are rising in the community. A few leaflings don't think the investigations are helping, and want to do something more about the disappearance of their kindred. They'll seek allies among the human city while searching for their lost friends and family, and the leaflings' priests may be assisting the effort by talking with fellow clergymen of the city's churches to the same deities. Difficulties interfere a bit, from generations of separation that yielded a few peculiar variations in the leaflings' passed-down religious teachings. [/list] [/sblock] [/sblock] [/QUOTE]
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