Building a Module : Part 5 : Loot

Now that we have the two encounters for this part of the module, we need to drop loot. Even though this part isn’t half of the XP, it is half of the adventure(lots of RP leading up to it), so I’m planning on using about half of the treasure amount, or 850g per player.

First of all, they are recovering a powerful artifact that allows them to use two different spells each twice per day. A wand works similarly, so I priced it as a level 8 item, since a Wand of a single rank 3 spell is a level 7 item, while this one has a single rank 4 and a single rank 3 spell. A level 8 item is normally 660g, so it uses 330g of our budget. However, since it is two spells each twice per day, it is worth 660g. Since it is a single item drop and not a scaling, we have to figure out the per-person budget. If you don’t know the exact size of the party, I typically use 3 players. So 220g of our 850g budget.

Next up, since this is a temple of the nature god, I decide that having rare alchemical ingredients makes sense.

I add a Nature 13(moderate) check to find 50g per person in rare alchemical ingredients in the main temple. I also want a bit of morality puzzle here, so I make it 40g that you can collect safely, or 60g, but the plants will not regrow here later.

I decide to give the Archdruid a +3 Dominating Staff which would normally retail for 1000g, so 500g of our budget. Again though, this is divided by 3 since it’s a non-scaling drop.

I decide to allow with a Nature, Heal, or Craft(alchemy) to craft a mind-controlling poison out of the ranger’s and treant’s corpse. Since the rangers already scale at 1/2 number of players, I just keep it at one per ranger. For the treant, I allow one per player. So the players receive 1.5 poisons per player. This may seem like a lot, but remember that we are pricing it by sale price, so they can always sell them in town.

There is currently a Cobra Venom that is a level 10 poison that stuns for 1 round, so I’ll base the domination one off of that.
Domination Poison: Dominate 1 round, but at -1 Fortitude DC. Threshold 6. Sells for 175g

So for the poison, we have 262g per player. Added to our 220g artifact, 50g alchemy ingredients, and 167g for the archdruid’s staff we are at 701g.

I decide to give each of the lesser druids different rings that sell for 220g. Since the druids are 1 per even player, this means 110g per player budget.
Caustic Ring: DR(acid) 1 per level(7). Immune to Sunder Armor.
Flaming Ring: DR(fire) 1 per level(7). Immune to Burning.
Holy Ring: DR(radiant) 1 per level(7). Immune to Blind.

Now we just have about 40g per player left. I decide to give normal gold for the rest. I have the druids from the first encounter drop 40g, but since they scale at 1/2 players it only uses 20g of the budget. The rangers will not have any gold, since they were probably looted by the druids.
The 2nd encounter involves the Archdruid, the Treant, and rangers and druids for any players after 2. It doesn’t make sense for the treant or rangers to carry gold, so I have the archdruid carry 20g per player.

And with that, we have our 850g in loot set. I hope this weeks walkthrough of building part of my level 7  module has helped show how easy it is to build interesting encounters in Apprentice.

Building a Module : Part 4 : Building a Boss

Since we have the first easy encounter build(One Dark Ranger per odd player and one Corrupted Druid per even player), we have a hard encounter left on this stretch of the module which means we have 80xp per player to work with.

I want there to be a giant corrupted treant to fight, so I write it down as a level 7 boss +2, or 120xp. I decide to use a brute for high damage, low attack, low defenses, high HP.

I can safely assume there will be at least 2 players, so a base 190xp pool is fair game, and I can add more monsters to scale afterwards.

I decide that the archdruid who corrupted the treant will be a level 7 boss +1, or 80xp. This puts me 10xp over budget, but this should not be too terrible but something to keep in mind.

To fill out the scaling, I’m going to make a simple corrupted dryad monster using defender stats.

Corrupted Dryad – Level 7 Defender
HP:176 AC:24(20) Saves:6/6/4 DR: 7
Smash +9(48 bashing)

Using the monster spreadsheet, I see that a level 7 brute Boss+2’s base stats are:
HP: 402 AC:24(23) Saves:9
Basic Attack: +10(68)

I decide I’m okay with it’s basic attacks being straightforward:
Slam: +10(68 bashing damage)
Vine Attack: +8(68 slashing damage) range 6.

I know that as a +2 boss, I need to make two bonus attacks per turn. I decide to make the vines attack two targets, and have the slam deal damage in an area around him for one of the attacks.
Slam: 68 bashing damage in a 3 square burst centered on Corrupted Treant. Reflex(19) for 1/2 damage.
Vine Attack: Two targets +8(68 slashing damage) range 6.

For the extra attack, I decide to go with an aura that requires a Fortitude save or stacking debuffs. I decide on 2 rounds for the durations, so even melee characters can move away fast to remove all stacks of the debuff.
Spore Cloud: Each turn, creatures who end their turn within 3 squares of the Corrupted Treant must make a Fortitude save(19) or be Sickened(-1 attack/AC/saves) for 2 rounds. Targets already Sickened are instead Shakened(-2 attack/AC/saves) for 2 rounds. Targets already Shakened are also Blinded(-4 attack) for 2 rounds.

Because this encounter has a lot going on, I decide not to give the treant any more abilities, though most of the time you want bosses to have a few recharge abilities to give them more depth.

Corrupted Treant – Level 7 Brute Boss+2
HP: 402 AC:23(22) Saves:10/7/10 DR: 7
Slam: 68 bashing damage in a 3 square burst centered on Corrupted Treant. Reflex(19) for 1/2 damage.
Vine Attack: Two targets +8(68 slashing damage) range 6.
Spore Cloud: Each turn, creatures who end their turn within 3 squares of the Corrupted Treant must make a Fortitude save(19) or be Sickened(-1 attack/AC/saves) for 2 rounds. Targets already Sickened are instead Shakened(-2 attack/AC/saves) for 2 rounds. Targets already Shakened are also Blinded(-4 attack) for 2 rounds.

Now for the Archdruid, we have base stats of:
HP:191 AC:22(24) Saves:8
At-will attack: +10(48)
Recharge: 73 damage DC19
We remember from the druid before that we need to have the following spell ranks:
Rank 2: Recharge(3)
Rank 3: Recharge(4)
Rank 4: Recharge(5)
I also decide to choose his at-will attack as a rank 1 spell to further show off his power over the other druids.

Jet of Flame (Rank 1): +10(48 fire damage)
R3: Draining Spores(Rank 2): Summon a 6 square cone of spores. Creatures inside it have 50% chance to need to make a Fortitude(19) save or be Exhausted(-5 speed, minimum 1) for 5 rounds.
R4: Fireball(Rank 3): 4 square burst that deals 58 fire damage, Reflex(19) for 1/2 damage.
R5: Wall of Stone(Rank 4): Create 9 square wall of stone. Each square of stone has 91 HP.

So you can see I chose his spells around control and defenses. He’d much rather his minions(including the treant) take the party out than himself.

Now, as a Boss+1, he should have an extra set of actions per turn. To accomplish this, and to give him more spells to feel properly “Archmage-y”, I decided to go with a set of recharge spells that are swift actions.

Lightning Shock(Rank 1): Swift Action. RT +10(38 lightning damage)
R3: Dispel Magic: (Rank 2): Swift Action. Target loses one magical effect. Original caster can make a Will save(19) to prevent removal.
R4: Stoneskin(Rank 3): Swift Action. Target gains temporary DR 11 for 5 rounds. ((73*.8)/5)
R5: Serious Triage(rank 4): Swift Action. Heal target 43 HP. (-20% swift, -20% no-miss)

Corrupted Archdruid – Level 7 Mage Boss+1
HP:191 AC:22(24) Saves:8
Jet of Flame (Rank 1): +10(48 fire damage)
Lightning Shock(Rank 1): Swift Action. RT +10(38 lightning damage)
R3: Draining Spores(Rank 2): Summon a 6 square cone of spores. Creatures inside it have 50% chance to need to make a Fortitude(19) save or be Exhausted(-5 speed, minimum 1) for 5 rounds.
R4: Fireball(Rank 3): 4 square burst that deals 58 fire damage, Reflex(19) for 1/2 damage.
R5: Wall of Stone(Rank 4): Create 9 square wall of stone. Each square of stone has 91 HP.
R3: Dispel Magic: (Rank 2): Swift Action. Target loses one magical effect. Original caster can make a Will save(19) to prevent removal.
R4: Stoneskin(Rank 3): Swift Action. Target gains temporary DR 11 for 5 rounds.
R5: Serious Triage(rank 4): Swift Action. Heal target 43 HP.

Next time I’ll look at filling this part of the module with treasure and gold.

Building a Module : Part 3 : Building a Mage Monster

Last time, we made our Dark Ranger, so today I’m going to make a Corrupted Druid. The temple they are visiting is to the druid god, so showing not just dark priests but other classes working for the cultist would be neat.

Looking at the monster spreadsheet, I see the base stats are:

HP: 96 AC:21(23) Saves: 7
At-will Attacks: 48
Recharge(4) Spell Damage: 73
Spell DC: 19
Spell Hit: +10

The saves are default Fortitude +7, Reflex +7, and Will +7. I decide that these druids probably aren’t overly fast, so I reduce their Reflex by 2 to raise their Will by 2.

I looked at the druid spell list in the Spell Tome and see rank 0 Sickening Spores, which I decide to use for their at-will attack.

Sickening Spores
Conjuration – Rank 0
Fortitude Negates
You summon a 6 square cone of spores. Creatures in it have a 50% chance to need to make a Fortitude save or be Sickened(-1 attack/AC/saves) for 5 rounds.

Since there is no damage portion of this attack, I can translate it immediately onto the monster without any changes.
Sickening Spores: 6 square cone. Creatures inside have 50% chance to need to make a Fortitude(19) or be Sickened(-1 attack/AC/saves) for 5 rounds.
I also want a damaging ability on the druid though, so I give them Ray of Frost.

Ray of Frost
Evocation – Rank 0
Ranged Touch
Target takes 1d4 cold damage per odd level and is slowed(-2 speed) for 2 rounds. If the target is already slowed, Ray of Frost deals an additional +1 cold damage per level.

This ability DOES require some translation for use with the monster. Looking at my chart in the monster guide, I see that rank 0 spells are normally d6 per odd level. So I need to take the base at-will damage(48) and reduce it by 20% or 38 damage.
So for the monster listing, Ray of Frost would look like this:

Ray of Frost: +10(38 cold damage and Slow(-2 speed) for 2 rounds. If already slowed, instead deal 45 cold damage)

Again, looking in the Monster Guide, I see that as a level 7 monster, I need to choose a Rank 4(Recharge 5), Rank 3(recharge 4), and Rank 2(Recharge 3) spells to round it out.

For the rank 2 spell, I decide to go with Wildfire, which deals d4 fire damage. Consulting the chart, I see that it is normally d6 for rank 2 spells, so I take the base damage 73 and reduce it by 20%. Mage monsters are an exception that the different recharges do not effect damage. So for a monster, Wildfire looks like this:

R3 Wild Fire (Rank 2): Summon a 1 square burst of flame. Each round, the flame expands 2 squares. Each creature in the burst at the end of the Corrupted Druid’s turn must make a Reflex save(19) or take 58 fire damage.

For the rank 3 spell, I decide to add a healing spell, while also giving players a good target for dispel magic in the heal Invigorate. Unfortunately, Invigorate is one of those spells that doesn’t convert directly using the chart. It grants Fast Healing over 5 turns. I decided to take the base damage(73) and divide it by the 5 rounds to give that much Fast Healing(14).

R4 Invigorate(Rank 3): Target heals 3 HP and gains Fast Healing 14 for 5 rounds.

Last up, for our rank 4 spell, I decide to mess a bit with players too by giving the druid’s Purge, which can remove any magical effects in range. Since this doesn’t do damage, it doesn’t need much translation.
R5 Purge(Rank 4): Remove any number of ongoing magical effects within 12 squares. Original spellcaster can attempt a Will save(19) to prevent their effect from being removed.

So here is the final Corrupted Druid:

Corrupted Druid – Level 7 Mage
HP
: 96 AC:21(23) Saves: 7/5/9
Ray of Frost: +10(38 cold damage and Slow(-2 speed) for 2 rounds. If already slowed, instead deal 45 cold damage)
Sickening Spores: 6 square cone. Creatures inside have 50% chance to need to make a Fortitude(19) or be Sickened(-1 attack/AC/saves) for 5 rounds.
R3 Wild Fire (Rank 2): Summon a 1 square burst of flame. Each round, the flame expands 2 squares. Each creature in the burst at the end of the Corrupted Druid’s turn must make a Reflex save(19) or take 58 fire damage.
R4 Invigorate(Rank 3): Target heals 3 HP and gains Fast Healing 14 for 5 rounds.
R5 Purge(Rank 4): Remove any number of ongoing magical effects within 12 squares. Original spellcaster can attempt a Will save(19) to prevent their effect from being removed

Building a Module : Part 2 : Basics of Monster Building

Last time I made a rough outline for our module. Today we are going to go into details on the design of the first encounter. Again, I’m going to try to avoid spoilers unless they pertain to the design.

First up is the smaller area, which only has one easy and one hard fight.

Again, an easy fight will be 40xp per player. This could mean a single level 7 monster per player, or two level 5 monsters(base 30xp -10xp for being two levels lower).

I decide that the first fight I want to be smaller to help the players figure out the mechanics of the area. So I decide on making two types of monsters, one that is per even number players, and one that is per odd number players.

For the first enemy, we are going to look at making a Dark Ranger.

Choosing the proper type for the monster is important. Do I want them to be fast Strikers, heavy Brutes, strong Defenders, or the Base creature stats. I could honestly see Striker for a ranger, but I know I’m going to pair it with a Mage, who also does huge damage from the back. So I decide to go with the average Base stats for now.

Looking at the monster spreadsheet, I see the base stats are:

HP: 127 AC:23(22) Saves:7
Basic Attack: +11(55)

First of all, I know I want these rangers to be corrupted by dark seeds, wrapping their bodies in these leeching vines that control them and give them strength. I look at the Customize Stats portion of the Monster Guide and decide that because of the vinesthey have Weakness(fire), which will increase any fire damage they take by 50%. To off-set that, I’m giving them +1 AC and Fast Healing 7. I also decide that since they are being mind-controlled, they have -2 Will, but +2 Fortitude.
For their attacks, they will have Thorn Blades, which can cause the target to bleed, and a Seed Arrow ranged attack using their bows and corrupted seeds.
Thorn Blades is going to have +2 Crit and cause the target to bleed(works like Burn, dealing 7 damage each round that ignores non-typed DR) on critical hits. The +2 Crit costs 2 “points”, meaning I’m going to have to lower either the hit or the damage. I decide to lower the damage by 10%.

To cover the bleed part, I decide to lower the damage by 5%(2.75 damage), but have the bleed last 3 rounds(21 damage) since it only happens 15% of the time(or avg 3 damage per turn).
Thorn Blades: +11(46 piercing damage, crits on 18-20. On crit, target bleeds for 3 rounds, taking 7 piercing damage per turn that ignores non-typed DR)

For the Seed Arrow, I decide that once a target is hit two times by the arrow, they are Dominated for 1 round. Domination for 1 round is a pretty powerful ability. Ray of Greed is rank 2 spell that does it with a ranged touch attack that deals no damage. I’ve off-set the power by requiring 2 hits, or an average of 4 turns. Of course, multiple Dark Rangers focusing on one target can be pretty harsh. With that in mind, I settle on -20% damage. I also decide to give the target a save. I look over at the mage stats in the monster spreadsheet and see the DC is 19 at this level, so I use it.
Seed Arrow: +11(44 piercing damage. Targets hit twice by these seeds must make a Will save(19) or be Dominated for 1 round).

Final Dark Ranger:

Dark Ranger  РLevel 7 base
HP: 127 AC:24(23) Saves:9/7/5 Fast Healing 7 Weakness(fire)
Thorn Blades: +11(46 piercing damage, crits on 18-20. On crit, target bleeds for 3 rounds, taking 7 piercing damage per turn that ignores non-typed DR).
Seed Arrow: +11(44 piercing damage. Targets hit twice by these seeds must make a Will save(19) or be Dominated for 1 round). Range 12.

Tomorrow we will be building the Corrupted Druid to round out the first encounter.

Building a Module : Part 1 : Outline and XP Distribution

This week, I wanted to show how I go about building modules or campaigns for Apprentice. When I call it a module, I mean a chapter in the story that roughly translates into one player level. You can split your story up however you like, but this is one way that works for me and my group.

In case one of my player’s reads this, I’ll try to keep spoilers to a minimum.

During the last chapter, the group found a group of cultist were using a magical forge to melt down souls to craft powerful artifacts. They also found out that the cult had captured the major spirit that they claimed to worship and planned on using his power to tear down the veil between this world and the afterlife.

They stopped one of the three lieutenants of the cult, so this chapter will be about hunting down the next two so that they can scry the location of the cultist leader.

So at this point, I know I want two locations with dramatically different encounters and spaces.

Looking at the XP chart, I see that I need to fit 400xp per player for a level 7 group over the course of the module. An easy fight is 40xp per player, a moderate fight is 60xp per player, and a hard fight is 80xp per player.

I know I want at least two fights per area, one easy and one hard for a total of 240 xp per player.

I decide that the second area I want to be bigger than the first, so I add two medium encounters for a total of 360xp. Seeing I have 40xp left, I decide to have an easy encounter I can add wherever I need to later on to fill my quota.

While I’m looking at the big picture, I note that my treasure goal is 1700g per player, which at least 800g of it should be in magical items(at half their cost). I don’t really like to divy up all of the gold right away, instead giving items where it makes sense then filling in the treasure afterwards.

So with our outline set up, it is time to look at crafting our first encounter, which I will show off tomorrow.

Apprentice Update: 0.7.3 PDFs on 6/20/15

The newest version of Apprentice can be found on itch.io right now!

This patch we made some major changes to some core “mathy” parts of the system like BAB and bonus spells. We took a deep look if they were needed in the system, and decided that the extra step and math didn’t provide anything of value.

Read more about the changes this patch after the cut.

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Fieron’s Journal : The Five Gates

I have recently done more research into Western Magic. After talking with some spellcasters who call themselves “ninja” I discovered that the source of their magic is actually their personal soul filtered through a series of “Gates” in their body. (For the purposes of this journal, I shall refer to all of their abilities as spells and magic, since that is the closest analogy, despite literal translations being things like “Gifts” or “Awakenings.”)

The most important gate is also the last, the Fifth Gate. This is the gate that converts their soul energy into what they call Breath. This gate is usually autonomous and protects the user from draining too much of their life essence. From the Fifth Gate all the other gates gain their energy. There are three primary gates: Crown, Heart, and Base.

The Crown Gate is located on the user’s forehead and is often used in cerebral magic. In fact, self proclaimed “Psychics” use this gate exclusively.

The Heart Gate is located right above the heart and is the basis of health and life. “Soul Keepers” are a type of spellcaster who uses this exclusively, using breath from the heart to awaken the souls of dead beasts temporarily.

The Base Gate is located between the user’s legs and is the source of power and stability.

The fourth gate is typically unused by spellcasters, however. It is the Naval Gate located on the bellybutton where as a child you were granted Breath from your mother, or so it is believed.

Western magic definitely has it’s benefits over traditional magic. Their power source is self replenishing and safe from outside influences. I won’t be casting “ninjutsu” instead of my Fireball anytime soon, but it is interesting to look at other types of magic that don’t slowly drive you insane from use like arcane magic.

 

Apprentice Update: 0.7.2 PDFs on 4/28/15

Today we are releasing Apprentice PDF v0.7.2:
Player’s Handbook
Narrator’s Guide
Spell Tome

Quick rundown of today’s updates:

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Fieron’s Journal : Time Keeping

Many wonder why records before the Dragon War are shotty at best. It isn’t just because of the massive war that wiped out most of civilization. Dragons, being truly arcane beasts, did not have a set year. Every written record used relation to major events as their place. I mean, sure we all use the final battle of Shrakaud as our 0 year, but different people and dragons used different frames of reference, often with us not knowing when that frame happened.

Much less difficult is to place the day. While we have 11 months, they only used the four seasons, then the day since the last equinox or solstice. There was no sense of day of the week to them. As odd as it would sound, the day before the fall equinox would would be written as Summer 77.

They also lacked Halis, our last month of the year, which is 10 days, or 11 every 4th year. Because of this, their seasons would have variable amounts of days, making placing dates in relation to each other even more complex.

Just in case this is read by someone using a different calendar system, here is ours simply: We have 10 months of 30 days, plus Halis, which gives us our 310.25 days it takes between spring equinoxes. Aragen is the first month and typically starts on the first day of spring. Next up is Loquarn, then Gratan has the summer solstice. Ashren, Flara, then Odana with the fall equinox early in the month. Terrin is followed by Kestina who has the winter solstice late in the month. Wrapping up the year is Aero then Halis, which I discussed earlier.

Having our calendar split into 11 months with flat numbers seems much more sane to me than variable amount of days. At least we’ve never used a lunar calendar.

Fieron’s Journal : On Fae

I am not a shaman by any means, but recently I’ve been enjoying reading about the various types of fae found across Ryrin. Fae are nature spirits who take on a more personable appearance and personality to better deal with mortals. Most people have seen fae or are surrounded by them, but unless the person is very observant or knowledgeable about spirits, they are likely to be overlooked. Many have heard of Dryads and Nymphs, but I wanted to focus on a few of the more obscure fae I’ve researched.

Sandman
This curious fae can be found sneaking into rooms at night to put people to sleep. This tiny rotund man is sand-colored skinned and wears a sackcloth robe. Some people think that there is only one sandman, but multiple shaman have stated that there are a great many of the creatures. I personally have never seen one while I dozed off to sleep, but I suppose I was rather drowsy and inattentive at the time.

Bogun
Bogun are often seen as evil fae because they are associated with decay. They are not the keepers of death like a necromancer or the like, but instead help dead things decompose to feed the living things in the forest. They are halfling sized creatures who are hunched over with disgusting patches of moss along their back. They remain hidden primarily by turning their backs and remaining still, often being overlooked as a rotting log, or moss on a tree.

Pixie
Pixies are small sprite keepers of insects. While not a glamorous job, they keep the natural order of things in line as much as the rest. Luckily for them, insects do not require much oversight, so they often fill their boredom playing tricks on each other or mortals. These tiny creatures stand only a foot tall, with large butterfly wings. They can shrink themselves down to insect size, avoiding notice of clumsy mortals.

Didra
While a dyrad is a keeper of trees, a didra is the keeper of the grasses. Different didra manifest as different weeds or wild flowers, wandering the land spreading their preferred plant. Didra look like small, thin creatures with flowers or grass for hair. They are experts in hiding in the grasses and underbrush.

Redcap
Another type of fae that has a bad reputation, redcaps are said to have formed in places of great death and war. They are often seen on ancient battlefields, eating the negative emotions that linger behind. They are named recap because they appear much as a toadstool manifest, with a bright red and white speckled cap. It is said that the more tragic the battle, the brighter red the cap of the redcap.

Thinri
Thinri appear as small hunched figures with long metal spines coming out of their back.They are small unassuming creatures that can travel incredibly fast along the ground if need be. They are keeper of the weather. They are usually solitary creatures, though it is said that when they gather, a great storm brews. Larger thinri are called Thinrika and are mostly found in the Sea of Storms.

Raiju
There appears to be some scholarly debate if this creature counts as a fae or under the “magical creature” that phoenixes and the like are. Raiju are large tiger-like creatures who spark with lightning. They are able to move in huge bursts of speed that leaves a thunderclap in its wake.

Unicorn
While unicorn are commonly known, like the raiju there is debate on their classification. Unlike the raiju, they are known to watch over a specific grove much like a dryad would a single tree, but shaman scholars seem to disagree what their actual purpose is. Many believe the unicorn is a guardian, meant to keep intruders out, while others see the unicorn as a tender of the animals in the area. What is worth noting is that they are very few documented cases of unicorn sightings by mortals. Either they are very few in number, or far greater at hiding themselves than other fae.

Jack Frost
Jack Frost is not a single fae, but a great many. They are small sprites who enjoy playing and laughing. They are also what brings the first frost of the year. What they do the rest of the year is uncertain. There is a theory that they are related to the Spriggin, and go through metamorphosis during winter and summer, but this theory lacks any credible proof.

Spriggin
As I said, spriggin are the counterparts to Jack Frost for the springtime, bringing buds to plants.

Frelen
Ask any doctor and they can tell you they have seen the frelen many times. Frelen typically hang around hospitals and medic wards feeding off of illness in much the same way that bogun feed off of negative emotions. Frelen themselves are small humanoid creatures with long noses and large hands. They are slow to move, and can be seen sitting in windows of sick children relaxing in the sun. Like most fae, they can travel into the spirit realm and disappear if needed.

Buldhr
The buldhr are mountain spirits that are slow to anger and just about everything. They embody the mountain’s stoic resolution to continue being forever. Their appearance is almost as a hunched troll with a large mossy bolder for a back. Then buldhr stop moving, they become nearly impossible to pick out from the rest of the rocky mountain side.