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Beyond the Crystal Cave - adapting to Torchbearer 2e
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<blockquote data-quote="pemerton" data-source="post: 9404840" data-attributes="member: 42582"><p><strong>G18:</strong> As written. if the party enters, the Green Man will be standing at the rear of <em>room a</em>, arms folded, watching them with quizzical amusement; it is impossible to enter the rear rooms (<em>b</em> and <em>c</em>) without his cognisance.</p><p></p><p>The Green Man is an immortal, able to adopt many guises (gardener, brewer, forester, etc – he favours the simple folk of the countryside) and to travel instantaneously through space and time (but not beyond the worlds of mortals and spirits, and only to a single place at a given moment in time). He abhors violence and is always aware of violence committed against those he favours (and will occasionally intervene to protect them). His many and beautiful songs are his peculiar magic, encouraging life to grow and prosper as he wills it to. He is immune to the effects of the rose arbours.</p><p></p><p style="margin-left: 20px">M7 P7 N10 (Cultivating, Brewing, Singing)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Belief: I will tend to the location that interests me.</p> <p style="margin-left: 20px">Creed: Always protect living things, the plants and creatures of the natural, mundane world.</p> <p style="margin-left: 20px">Instinct: Always have a song in my heart, and on my lips.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Hp: Trickery 21; Drive Off 11; Convince 6</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Intoxicating Breath (Trickery, Convince, Negotiate): A +1D, F +1s</p> <p style="margin-left: 20px">Dance through space and time (Kill, Capture, Drive Off): D +1D, M +1s</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">While in contact with the earth, he regains 1 hp at the start of each round of a kill, capture or drive off conflict.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9404840, member: 42582"] [B]G18:[/B] As written. if the party enters, the Green Man will be standing at the rear of [I]room a[/I], arms folded, watching them with quizzical amusement; it is impossible to enter the rear rooms ([I]b[/I] and [I]c[/I]) without his cognisance. The Green Man is an immortal, able to adopt many guises (gardener, brewer, forester, etc – he favours the simple folk of the countryside) and to travel instantaneously through space and time (but not beyond the worlds of mortals and spirits, and only to a single place at a given moment in time). He abhors violence and is always aware of violence committed against those he favours (and will occasionally intervene to protect them). His many and beautiful songs are his peculiar magic, encouraging life to grow and prosper as he wills it to. He is immune to the effects of the rose arbours. [INDENT]M7 P7 N10 (Cultivating, Brewing, Singing)[/INDENT] [INDENT][/INDENT] [INDENT]Belief: I will tend to the location that interests me. Creed: Always protect living things, the plants and creatures of the natural, mundane world. Instinct: Always have a song in my heart, and on my lips.[/INDENT] [INDENT][/INDENT] [INDENT]Hp: Trickery 21; Drive Off 11; Convince 6[/INDENT] [INDENT][/INDENT] [INDENT]Intoxicating Breath (Trickery, Convince, Negotiate): A +1D, F +1s Dance through space and time (Kill, Capture, Drive Off): D +1D, M +1s[/INDENT] [INDENT][/INDENT] [INDENT]While in contact with the earth, he regains 1 hp at the start of each round of a kill, capture or drive off conflict.[/INDENT] [/QUOTE]
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