Friday, December 5, 2025

Five 'Real World' Mystic Pagan Sites With Guardians, Monsters, Treasures, and Adventure Hooks

 That's a fantastic idea for a The Baptism of Fire (BoF) campaign! Leveraging real-world mystic sites provides a great depth of lore.



Here are five pagan ruins and monoliths, complete with mystic properties, BoF-inspired stats, and background material.

 The Five Mystic Pagan Sites


1. Stonehenge: The Sarsen Circle of Celestial Alignment

  • Location: Wiltshire, England.

  • Background: An ancient megalithic structure famed for its alignment with the solstices. Legends claim it was built by giants or transported by Merlin's magic. In BoF, it is a massive Focal Point built by a pre-Atlantean civilization to measure and channel Telluric Energy (the raw magic of the Earth). Its true power manifests only on the two Solstice days when the veil between realms is thinnest.

  • **Mystic Property: **The Solstice Gate. During the moment of sunrise on the Summer Solstice and sunset on the Winter Solstice, the light passes through the Heel Stone and hits the Altar Stone, creating a temporary Planar Breach.

  • BoF Stats:

    • Mystic Rating (MR): 5 (Active Solstice), 2 (Passive).

    • Aura (Influence Radius): 1 Mile.

    • Type: Permanent Focal Point (Telluric/Celestial).

    • Solstice Gate Effect: Any character channeling a Spell/Ritual within 10 meters of the Altar Stone during the Solstice moment gains +5 to Ritual Power and a 100% chance of successfully opening a stable, short-lived Planar Gate to the Realm of Spirits or a specific point in the past/future (GM's discretion). The gate lasts for $1 \text{d}4$ rounds.

    • Risk: Failing the Solstice Gate Effect roll (even with a successful Ritual Power roll) causes a Telluric Shockwave that inflicts $3\text{d}6$ Mystic Damage (Ignores all defenses except magical shielding) to all nearby.


2. Newgrange (Sí an Bhrú): The Barrow of Ancestral Echoes

  • Location: County Meath, Ireland (Brú na Bóinne complex).

  • Background: A massive Neolithic passage tomb older than the pyramids of Giza. It is renowned for its roof-box that allows light to penetrate the inner chamber only on the Winter Solstice sunrise. Lore attributes it to the Tuatha Dé Danann (people of the goddess Danu), a race of magical beings. In BoF, it is an elaborate Spiritual Battery that holds the residual psychic energy and ancestral wisdom of the first kings and magicians of Ireland.

  • Mystic Property: Echoes of the Dagda. The tomb acts as a powerful amplifier for Divination and Spiritualism magic, allowing communion with the ancient dead, but also attracts otherworldly entities.

  • BoF Stats:

    • Mystic Rating (MR): 4 (Inside Chamber), 1 (Outside).

    • Aura (Influence Radius): 500 meters.

    • Type: Spiritual Battery and Divination Focus.

    • Ancestral Echoes Effect: Any character attempting a Divination or Spiritualism check inside the chamber gains +3 to the Skill Roll and a guaranteed Critical Success on a roll of 98-100 (not just 100). The entity contacted has Lore (Ancient History, Magic) $\text{Skill} 7$.

    • Risk: Prolonged exposure (more than 1 hour) can result in a character being afflicted with Ancestral Possession (Wisdom Save DC 18 or take a temporary -2 penalty to all mental stats as an ancient spirit attempts to commandeer the body).


3. The Brownshill Dolmen: The Capstone of Primal Earth

  • Location: County Carlow, Ireland.

  • Background: Famous for its enormous granite capstone, one of the largest in Europe, resting on three upright stones. It's often associated with ancient burial and raw strength. In BoF, it is a monument to the Earth Giants who pre-date the current cycle of humanity, and the capstone itself is a solidified piece of Primal Earth Essence.

  • Mystic Property: The Gravity Well. The sheer weight and material of the capstone create a localized nexus of Earth Element and Protection magic.

  • BoF Stats:

    • Mystic Rating (MR): 3 (Passive), 5 (Active, see effect).

    • Aura (Influence Radius): 100 meters.

    • Type: Elemental Anchor (Earth).

    • Gravity Well Effect: Any Earth Magic spell (e.g., Stone Skin, Golem Summoning) cast within 10 meters of the Dolmen gains +1 Damage/Absorption Die and reduces its Mana Cost by 5 (Minimum 1). Furthermore, once per day, a character can touch the capstone and declare a stand, gaining +4 to Physical Defense and 10 temporary HP for one turn (Active MR 5 when this happens).

    • Risk: Characters of an opposing element (Air, Fire) attempting to channel magic near the Dolmen take a -2 penalty to their Casting Check due to the oppressive Earth aura.


4. Oweynagat (Cave of the Cats): The Morrigan’s Gateway

  • Location: Rathcroghan, County Roscommon, Ireland.

  • Background: Known as the cave from which the Goddess The Morrigan (Goddess of War, Fate, and Death) emerged. Irish mythology regards it as a "Gateway to the Otherworld" where strange creatures and spirits reside. In BoF, it is a literal tear in the veil, a place of Wild Magic and connection to the darker, chthonic aspects of the Otherworld.

  • Mystic Property: The Veil’s Tear. The area is saturated with chaotic magic, making magic unpredictable but potent. It is a favored gathering spot for agents of the Fomorians or other malign spirits.

  • BoF Stats:

    • Mystic Rating (MR): 6 (Chaos/Wild Magic).

    • Aura (Influence Radius): 50 meters around the cave entrance.

    • Type: Planar Conduit (Otherworld/Chaos).

    • Veil’s Tear Effect: All spellcasting (both friendly and hostile) within the Cave gains +1d6 bonus to the Spell Power roll, but also risks a Wild Magic Surge on a Spell Check roll of 1-5 (GM rolls on a Wild Magic table). The conduit often summons or attracts hostile Otherworld creatures (e.g., Fomorian Ghouls, Banshees).

    • Risk: Each time a character casts a spell, they must make a Sanity Check DC 15. Failing the check due to the sheer chaos of the place results in 1d3 Temporary Sanity Damage and a minor psychological scar.


5. Men-an-Tol: The Holed Stone of Healing

  • Location: Cornwall, England.

  • Background: A famous prehistoric site consisting of two upright stones and a central, doughnut-shaped stone with a perfect circular hole. Folklore claims that crawling through the hole can cure ailments and ensure fertility, especially if done on a certain day or moon phase. In BoF, the stone's circular hole is a rare Ley Line Conductor that focuses and purifies passing magical energy.

  • Mystic Property: The Purification Aperture. The stone can be used to cleanse curses, disease, and impurities from a person's body or magical artifacts.

  • BoF Stats:

    • Mystic Rating (MR): 2 (Passive Healing), 4 (Active Cleansing).

    • Aura (Influence Radius): Localized to the stones.

    • Type: Cleansing Conduit (Vitae/Purity).

    • Purification Aperture Effect: A character can attempt a Healing Ritual by crawling through the hole. On a successful roll (Medicine/Ritual Check DC 14), they heal 1d6 permanent HP damage and automatically cleanse one Minor Curse or Disease. An object passed through the hole gains a temporary +1 Resistance bonus to all magical damage for $1\text{d}4$ hours.

    • Risk: The stone is highly sensitive to negative energy. Attempting a Black Magic or Necromantic spell while touching the stone results in the magic being instantly reflected back at the caster with double the Mystic Damage.

Guardians and creatures provide excellent challenge and narrative hooks for your players.

Here is a table of potential creatures and guardians for your five pagan ruins, statted for a The Baptism of Fire (BoF) campaign, focusing on low-to-mid level threats appropriate for initial exploration.

 Guardians of the Mystic Pagan Sites

This table uses simplified BoF stats based on common RPG mechanics (HP, Defense, Attack, and Key Skills/Abilities).

Site NameCreature/GuardianType & RoleHP / DefenseAttack & DamageKey Abilities & Stats
StonehengeSarsen SpectreAncient Spirit / Sentinel30 / Def 15 (Ethereal)Ethereal Touch: +4 to Hit, $2\text{d}4$ Mystic Damage (Drains $1\text{d}4$ MP)Resistances: Immune to Physical/Poison. Vulnerable to Rituals/Salt. Skill: Lore (Pre-Atlantean) 5.
NewgrangeAncestral EchoPossessed Remains / Curse Bearer40 / Def 12 (Hardened Bone)Wailing Strike: +3 to Hit, $2\text{d}6$ Physical Damage.Dread: Enemies within 5m must pass a Sanity Check DC 14 or suffer -1 penalty to all actions. Skill: Intimidation 6.
BrownshillPrimal Golem ShardElemental Construct / Earthbound Warden65 / Def 18 (Stone Skin)Earth Slam: +5 to Hit, $3\text{d}6$ Crushing Physical Damage.Immovable: Immune to Knockback/Stun. Takes -5 damage from non-magic attacks. Weakness: Sonic/Air Magic.
OweynagatMorrigan's GhoulOtherworld/Fomorian Agent35 / Def 14 (Savage)Claw Frenzy: +4 to Hit, $1\text{d}8+1\text{d}4$ Physical/Poison Damage.Warping Movement: Can teleport 10m as a bonus action (requires a successful Chaos Roll DC 12). Instincts: Tracking 5, Survival 4.
Men-an-TolVitae Seraph (Wisp)Elemental/Purity Guardian25 / Def 16 (Quick, Radiant)Purifying Burst: Area Effect (5m radius). $2\text{d}6$ Radiant Damage. Heals all allies for $1\text{d}4$ HP.Cleansing Aura: All enemies within 5m suffer a -1 penalty to their next attack roll. Cannot be touched by Shadow Magic.

Expanded Creature Lore & Hooks

1. Sarsen Spectre (Stonehenge)

  • Motivation: The Spectre is the remnant of an ancient, failed astronomer-priest who died during a disastrous celestial ritual. It is eternally bound to protect the integrity of the alignments.

  • Hook: It communicates only in ancient, vibrating whispers, warning the players away from disturbing the Altar Stone, which is subtly cracked and leaking energy.

2. Ancestral Echo (Newgrange)

  • Motivation: Driven by a fragmented memory of their life, they seek to find a descendant or a powerful magic user to fully possess and relive their glorious past.

  • Hook: If the players succeed in their Spiritualism check, the Echo might offer a cryptic clue about a hidden treasure or ancient foe in exchange for a promise of a proper burial rite.

3. Primal Golem Shard (Brownshill)

  • Motivation: A fragment of the Earth itself, it is slow to move but reacts with relentless, brutal force to any disruption of the Dolmen's physical presence (e.g., trying to use explosives or removing the capstone).

  • Hook: The Golem is covered in rare, high-quality granite that can be harvested as a powerful component for Earth-based rituals, but only if the creature is defeated.

4. Morrigan's Ghoul (Oweynagat)

  • Motivation: These creatures act as scouts and gatekeepers for the deeper, darker reaches of the Otherworld accessible through the cave. They seek to spread chaos and drag powerful mortals back to the realm of the Fomorians.

  • Hook: The Ghoul carries a piece of a cryptic Otherworld Map scratched onto dried skin, showing routes to several powerful artifact locations, but the map itself radiates a corrupting influence.

5. Vitae Seraph (Men-an-Tol)

  • Motivation: An entity of pure Vitae energy, it is compelled to maintain the flow of Ley Line purity and protect the innocent who seek its healing properties. It is fiercely protective but non-aggressive unless provoked by destructive magic.

  • Hook: If a player is wounded or cursed, the Seraph may appear, offering aid, but only if the party commits to a pure goal (e.g., healing others, fighting a source of corruption).

That's an excellent idea. Tying the mystic sites directly to narrative quests with stakes relevant to the Baptism of Fire (BoF) setting (medieval, OSR, conflict between Christianity and Paganism/Wild Magic) will make for a compelling campaign.

Here are five adventure hooks, one for each ruin, complete with their BoF-inspired stats and potential challenges.

 Adventure Hooks for the Mystic Sites


1. Stonehenge: The Solstice Gate

  • Hook Title: "The Sunken Cross and the Sundered Soul"

  • Plot: The party is hired (perhaps by a traveling Christian holy man, or a mysterious ancient order) because the Summer Solstice is rapidly approaching. A dangerous heretic, a powerful witch (Hag/Sorcerer with $\text{Magic Skill 6}$), plans to use the Solstice Gate to permanently open a portal to the Realm of Spirits (MR 5) to bring back a dead Pagan chieftain/king, whose spirit she intends to bind into a freshly slain Christian knight, creating a monstrous champion. The heretic has already used dark magic to weaken the alignment stone.

  • BoF Stakes:

    • Objective: Stop the ritual before the Solstice zenith.

    • The Problem: The heretic has placed a Cursed Iron Cross (MR 3 Curse) on the Altar Stone, disrupting its celestial alignment and causing the local wildlife to become unnaturally aggressive ($\text{Morale -2}$).

    • Challenge: The final confrontation must take place at the moment of the Solstice. Any PC attempting to physically remove the cross must pass a Strength Check DC 16 or take $2\text{d}6$ Mystic Damage as the negative and positive energies clash.

    • Success Condition: Remove the cross and either defeat the heretic or perform an opposing Consecration Ritual ($\text{Ritual Check DC 17}$) at the Altar Stone.

    • Failure Consequence: The Planar Gate opens, summoning a powerful Ancestral Echo (from the previous table, but $\text{HP 50/Def 16}$ and $\text{Skill 7}$) who rampages across the region.


2. Newgrange: The Barrow of Ancestral Echoes

  • Hook Title: "The Silent King's Demand"

  • Plot: A local village, recently converted to Christianity, has been plagued by night terrors, strange noises, and sudden, intense cold snaps. Their dreams are haunted by a single, powerful voice demanding the return of a stolen relic—a golden Sun Disc once entombed with the ancient king in Newgrange. The disc was recently "acquired" by a traveling merchant or a zealous Bishop who saw it as Pagan idolatry. The Ancestral Echoes (MR 4) are growing angry.

  • BoF Stakes:

    • Objective: Recover the Sun Disc and return it to the Newgrange chamber, or permanently silence the haunting spirit.

    • The Problem: The Sun Disc is not just gold; it's an Artifact of Divination ( $\text{Magic Skill +2}$ to Divination spells). The Bishop knows its power and has stored it in a heavily guarded cellar. The party must use Stealth ($\text{Stealth Check DC 15}$) or Social Influence ($\text{Charm/Intimidation Check DC 18}$) to get it back without bloodshed.

    • Challenge: If the party tries to silence the Echoes with a Purification/Exorcism Ritual inside the chamber ( $\text{Ritual Check DC 18}$), the ritual's power is amplified (Newgrange's property) and it will awaken and summon the Ancestral Echo guardian (see table).

    • Success Condition: Place the disc back on the Altar Stone. This calms the spirit, and the party gains a single, clear prophetic vision ($\text{MR 5 Effect}$).


3. The Brownshill Dolmen: The Capstone of Primal Earth

  • Hook Title: "The Root of the Wildwood"

  • Plot: A local Earth Cult (a Pagan holdout community with $\text{Combat Skill 3, Morale 7}$) has become convinced that the encroaching Christian civilization is poisoning the Earth. They are performing a dangerous ritual at the Dolmen (MR 5) to awaken the Primal Golem Shard and unleash its power to destroy a nearby construction site (perhaps a new church or fortress). The cultists are currently binding a powerful Dryad (Nature Spirit with $\text{Magic Skill 5}$) to the capstone to ensure the Golem's obedience.

  • BoF Stakes:

    • Objective: Disrupt the ritual, save the Dryad, and prevent the Golem's full awakening.

    • The Problem: The cultists have established a defensive perimeter, and the Golem Shard is already active (see table), providing them with the Gravity Well Effect ($\text{+4 to Physical Defense}$ for the cult leader).

    • Challenge: To free the Dryad, the party must first defeat the Golem Shard, or pass an incredibly difficult Magic Check DC 20 to cut the magical binding without touching the Earth (as the binding is too strong). If they fail the check, the Dryad is destroyed, and the Golem is permanently $\text{Buffed (+1 Defense, +1 Damage Die)}$.

    • Success Condition: Free the Dryad. She grants the party a powerful, one-use Nature Charm (restores $\text{3d6 HP}$ to all in $\text{5m}$ radius) as a reward.


4. Oweynagat: The Morrigan’s Gateway

  • Hook Title: "The Cattle Raid of the Chaos"

  • Plot: A series of cattle raids—but not just for food; the cows are found mutilated and drained of blood—has struck a local manor. The local Lord suspects highwaymen, but the reality is much worse: a cell of Chaos Worshippers ($\text{Dark Magic Skill 4}$) is using the Cave of the Cats (MR 6) to perform sacrifices, funneling the raw magical energy into the Otherworld to strengthen the Morrigan's Ghoul (see table) that they worship. Their goal is to turn the region into a permanent pocket of Wild Magic.

  • BoF Stakes:

    • Objective: Find the Chaos Worshippers inside the cave and eliminate their leader before the next full moon sacrifice.

    • The Problem: The cave entrance is guarded by two Morrigan's Ghouls and the environment is volatile. Every hour spent inside the cave requires a Sanity Check DC 15 or take $1\text{d3}$ Temporary Sanity Damage due to the Veil's Tear Effect.

    • Challenge: The Chaos leader is attempting to bind a Minor Demon ($\text{HP 45/Def 14}$) using the cave's raw energy. If the PCs interrupt the ritual, the Demon is summoned but uncontrolled, attacking everyone indiscriminately.

    • Success Condition: The party must either defeat the demon or successfully Banish it ($\text{Ritual Check DC 16}$) while suffering the effects of the Wild Magic Surge on any failed roll.


5. Men-an-Tol: The Holed Stone of Healing

  • Hook Title: "The Purging of the Plague Curse"

  • Plot: A minor plague is sweeping through a nearby camp of traveling pilgrims or mercenaries. The local healer believes the source is a targeted Curse of Pestilence placed on their supplies by an envious rival. They desperately seek the party's help to safely transport their entire stock of infected grain/water through the Purification Aperture of Men-an-Tol (MR 4) to cleanse it.

  • BoF Stakes:

    • Objective: Safely transport and cleanse the goods.

    • The Problem: A group of opportunistic Brigands ($\text{Combat Skill 3, Morale 5}$) has learned that the healing ritual will temporarily draw the Vitae Seraph guardian's energy into the cleansing process, momentarily leaving the area vulnerable to Black Magic. They plan to corrupt the site by casting a powerful Curse of Wasting ($\text{Dark Magic Skill 5}$) right after the cleansing is complete.

    • Challenge: The party must first defend against the Brigands while they themselves are performing the slow cleansing process. The cleansing requires $3$ successful Ritual Checks DC 15 over the course of three turns. If a check fails, the plague intensifies, dealing $1\text{d4}$ Permanent HP Damage to a random nearby NPC.

    • Success Condition: Complete the cleansing ritual and drive off/defeat the Brigands before they can cast their Black Magic. The purified goods will grant the nearby community a Divine Boon ($\text{Morale +2}$ for one week, all Disease Saves gain $\text{+1}$ for the duration).

A powerful Black Magic spell adds immediate menace, and a well-developed Patron provides excellent recurring role-playing opportunities.

I will elaborate on the Black Magic spell first, as it directly impacts the Men-an-Tol hook, and then provide the stats and background for a compelling Traveling Holy Man Patron for the Stonehenge hook.


 Black Magic Spell: The Curse of Wasting

This is the spell the opportunistic Brigands (or rather, their hidden sorcerer ally) plan to cast at the vulnerable moment of the Men-an-Tol cleansing ritual. It aims to exploit the purity of the site to inflict a devastating spiritual and physical decay.

Spell Name: Aethyr Rot (The Curse of Wasting)

  • Magic School: Necromancy / Black Magic (Ritual)

  • Base Mana Cost: 25 Mana Points (MP)

  • Casting Time: 3 Full Rounds (Requires uninterrupted concentration and chanting)

  • Range: 10 meters (Must be cast touching the Men-an-Tol capstone)

  • BoF Effect: Targets a specific location (the Purification Aperture) and pollutes its pure Ley Line connection, resulting in rapid decay and spiritual corruption in the vicinity.

Casting Check ResultEffect on the Site and Targets
Critical Success (98-100)The magic infuses the site. The purification property of Men-an-Tol is permanently inverted. All healing attempts at the site now deal $1\text{d}6$ Mystic Damage instead of healing.
Success (15+)The spell takes root. All living creatures within the $10\text{m}$ radius (PC and NPC) immediately take $2\text{d}6$ Mystic Damage and gain a stacking Curse of Wasting debuff (all $\text{Physical Saves -1}$, cumulative).
Partial Success (10-14)The power of the Vitae Seraph pushes back. Target creatures take only $1\text{d}6$ Mystic Damage. The curse is applied, but the debuff is halved ($\text{Physical Saves -0.5}$).
Failure (0-9)The purity of the site repels the corruption. The spell is reflected back at the caster, who takes $3\text{d}6$ Mystic Damage (Men-an-Tol's Risk property).
Botch (0-2)The reflection is catastrophic. Caster takes $4\text{d}6$ Mystic Damage and suffers a Permanent Sanity Damage of $1\text{d}4$ as their soul is momentarily purified, burning away their corruption.

 Patron Character: Father Elias, The Wandering Exorcist

A zealous but not entirely rigid man of the cloth, Father Elias travels the old Pagan lands, seeking to reclaim ancient sites for the Church not through fire, but through Ritual Consecration and Exorcism. He represents the complex balance of faith, power, and genuine concern for the common folk. He is the ideal Patron for the Stonehenge hook.

Background for Father Elias

  • Origin: A former scholar from a powerful Continental monastery, Elias was exiled after he published a controversial (and quickly banned) tract suggesting that pagan deities were not demons, but merely powerful, older angels who fell from grace before the Great War in Heaven.

  • Goal: To "save" the ancient places by replacing their volatile, Wild Magic with the stable, protective power of the Christian God, making the roads safer for pilgrims.

  • Mannerisms: He is perpetually cold, carrying a massive, iron-bound volume of forbidden texts disguised as a prayer book. He speaks with sharp, intellectual fervor, often referencing obscure historical or theological points. He distrusts anyone who uses "unconsecrated" magic (i.e., non-Christian rituals).

  • Hook Line: "The old places are like wounds on God's green Earth; they must be stitched shut with sacred thread before the poison runs out."

Father Elias BoF Stats

AttributeValueDescription
Body10Physically unimposing, but highly resistant to spiritual attack.
Mind16Sharp intellect, vast library knowledge.
Spirit17Profound faith, powerful psychic and ritual ability.
Initiative12Slow to act, relies on planning.
HP/MP35 / 40Low physical durability, high magical reserve.
Defense12 (Simple Robes)Relies on magic, not armor.

Key Skills & Abilities

Skill NameValueDescription
Ritual Magic6Excellent at long, complex consecration and banishment rituals.
Lore (Theology)7Can identify almost any Christian or Pagan relic/doctrine.
Charisma/Persuasion4Can inspire fear and loyalty, but struggles with small talk.
Medicine/Healing3Basic healing knowledge, primarily focused on curse removal.
Hand-to-Hand Combat1Will avoid combat at all costs.

Specific Rituals (BoF Powers)

  • Purification Ward (Cost 10 MP): Places a ward on a location or person. Target gains +2 Defense vs. all Mystic Damage for $1\text{d}4$ hours.

  • Minor Exorcism (Cost 15 MP): Can force a Minor Spirit (like a Sarsen Spectre) to make a $\text{Spirit Save DC 15}$ or flee the area for $2\text{d}6$ rounds.

  • Consecration Rite (Cost 30 MP): A powerful, slow ritual ($\text{3 rounds}$) that temporarily reduces the Mystic Rating (MR) of a Pagan site by -2 for $1\text{d}6$ hours, making Pagan rituals harder to cast there.


The Oweynagat (Cave of the Cats) ruin feel unpredictable and dangerous, fitting its high Mystic Rating (MR 6) and Chaos/Wild Magic type.

Here is a Wild Magic Surge Table designed for The Baptism of Fire RPG. When a caster fails their spell check in Oweynagat (on a roll of 1-5, as per the previous notes), roll $1\text{d}100$ and consult the table below.

Oweynagat Wild Magic Surge Table (1d100)

Roll (1d100)Effect TitleDescription & BoF Stats
01-05The Void GlareA portal opens for a moment. All creatures within $5\text{m}$ must make a Sanity Check DC 16 or take $2\text{d}6$ Temporary Sanity Damage.
06-15Reverse FlowThe caster's spell is discharged into them. The caster takes $2\text{d}6$ Mystic Damage and suffers -1 Defense for $1\text{d}4$ rounds.
16-25Fomorian EchoThe caster is cursed with a guttural, terrifying voice. All Charisma/Social checks are made at -3 penalty for $1\text{d}6$ hours.
26-35Temporal ShiftOne random party member (or enemy, if applicable) is teleported $1\text{d}10$ meters in a random direction (potentially into a wall or pit).
36-45Element ScrambleThe spell's element (Fire, Earth, Water, etc.) is randomly changed to an opposing or unrelated element (e.g., a Fireball becomes an Ice Shard).
46-55Gift of the RatThe caster is temporarily granted the ability to talk to small animals for $1\text{d}4$ hours, but takes $1\text{d}4$ Physical Damage from a sudden, localized infestation of rats.
56-65Healing FlashA blast of random Vitae energy bursts forth, healing all creatures (friend and foe) within $5\text{m}$ for $2\text{d}6$ HP.
66-75Aura DrainThe caster’s magic destabilizes. The caster loses $1\text{d}6$ Max MP until they complete a full night's rest outside the cave.
76-85Chthonic StrengthThe nearest non-magical party member (or enemy) gains a temporary surge of primal power. They gain +2 to Body and +2 to Physical Defense for $1\text{d}4$ rounds.
86-95Focus AmplifierThe caster's next successful spell or attack within the next 3 rounds gains double the damage/healing dice. If they don't act, the power fades.
96-100The Morrigan's Favor (Critical Surge)The caster's intended spell is successful with Max Effect and zero Mana Cost. However, they must immediately roll a $\mathbf{1\text{d}4}$. On a roll of 1, a powerful, unseen Otherworld Entity (GM's discretion) takes a specific interest in the caster and will harass them throughout the campaign.

Using the Table in Play

  • Context: This table should be used in addition to the default consequence of the failed spell (e.g., losing the Mana, or the spell simply failing).

  • Thematically: These surges reflect the cave's nature as a chaotic, unpredictable Planar Conduit, where the magic is not evil, but simply unchained and wild.

 The Fomorian Ghoul is an excellent choice for a mid-level threat at Oweynagat, embodying the chaos and corruption of the Otherworld. Their stats emphasize aggression, speed, and a chaotic, corrosive nature.

Here is a detailed stat block and abilities for the Fomorian Ghoul for The Baptism of Fire RPG.

 Fomorian Ghoul



The Ghoul is a gaunt, savage figure whose flesh is perpetually slick and cold, bearing faint, shifting runes of an ancient, malignant language. Its eyes glow with the unnatural, green light of the Fomorians' ruined realm.

AttributeValueDescription
Body12Strong and unnaturally fast, but physically frail compared to true demons.
Mind8Driven purely by hunger and the dark will of the Morrigan/Fomorian masters.
Spirit10Resilient to mundane fear, but susceptible to holy/purity magic.
Initiative14Excellent reaction time; often acts first in combat.
HP / MP35 / 10Moderate health, low reserve of chaotic internal magic.
Defense14 (Savage)Relies on erratic movement and tough, rubbery skin.
Morale9Driven by primal hunger and loyalty to its master.

Key Skills & Abilities

Skill NameValueDescription
Tracking / Survival4Excellent at following prey through darkness or wild terrain.
Stealth5Moves silently and blends well into shadows.
Intimidation4Its appearance is profoundly disturbing.
Chaos Magic2Can channel minor chaotic effects.

Combat Abilities

1. Claw Frenzy (Standard Attack)

  • To Hit: +4

  • Damage: $1\text{d}8$ Piercing Physical Damage + $1\text{d}4$ Corrosive Poison Damage

  • Effect: The ghoul lashes out with its corrupted claws. The Corrosive Poison ignores $1$ point of non-magical armor rating.

2. Warping Movement (Chaos Ability)

  • Trigger: Can be used once every $1\text{d}4$ rounds as a bonus action.

  • Cost: 5 MP

  • Effect: The Ghoul briefly warps the local space, allowing it to teleport up to 10 meters. This movement does not provoke attacks of opportunity. Requires a successful Chaos Roll DC 12 to execute successfully; failure means the Ghoul takes $1\text{d}4$ Mystic Damage as the chaotic energy turns inward.

3. Aura of Despair (Passive)

  • Trigger: Always active when the Ghoul is in combat.

  • Effect: The Ghoul exudes an aura of chaotic despair. All creatures (friend and foe) within $3\text{m}$ of the Ghoul must make a Sanity Check DC 13 at the start of their turn or suffer a -1 penalty to their next attack roll or casting check.

Weaknesses & Resistances

TypeEffect
ImmunityImmune to mundane Fear (Morale 9 is fixed). Immune to non-magical diseases and poisons.
ResistanceTakes half damage from Cold and Shadow Magic.
VulnerabilityTakes double damage from Purification and Holy Magic (e.g., Father Elias's Exorcism). Vulnerable to Fire Magic (takes $+1\text{d}4$ extra Fire Damage).
SanitySeeing the Ghoul for the first time requires a Sanity Check DC 10 or suffer $1\text{d}3$ Temporary Sanity Damage.

Adventure Hook Integration Note

When confronting the Morrigan's Ghoul in the Oweynagat cave, remember to incorporate the Wild Magic Surge Table. Every time the Ghoul uses its Warping Movement ability, it risks triggering a surge on a failed Chaos Roll, making the encounter dangerous and highly unpredictable for both the party and the monster!

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