Topics:
– Undead and Healing. I look at why not all “healing” may harm an undead. I examine clerical healing, bandages, and illusionist healing and why illusionists could make powerful necromancers due to their healing techniques.
– Using Folklore Kobolds in RPGs
Undead and Healing
I make use of an undead playable race called a Remnant. In the most recent session, the player with a Remnant fell in combat and needed healing, however, all the characters in the group are currently not aware that the character is an undead.
This posed an interesting challenge for my players, for they knew that if a PC applied healing magic (such as from a cleric), that the “healing” would have the opposite effect and actually kill the PC.
But what about applying bandages? In Castles & Crusades, bandages are an important part of low level adventuring. They can heal 1d2 points of damage, and the dressing on the bandage can act as a healing elixir capable of healing another 1 hit point. After discussing this, we agreed that the Remnant can benefit from a bandage to reduce more bleeding, but that the dressing would have the opposite effect, since it has healing chemicals that would partially offset the benefits of the bandage. In this case, a PC applied a bandage, provided enough support to the wound to help the Remnant, but the dressing reduced the healing benefit. Several members in the group saw that the bandage was not doing what it should’ve done, and the players in the group interpreted this in different ways: (i) the person applying the bandage didn’t do it correctly, (ii) the bandage was faulty, (iii) the wound was worse than they thought. As a result, the Remnant’s secret of being an undead is still safe as the PCs are rationalizing why the healing worked differently than they thought it should.
What of illusionist healing?
In Castles & Crusades, illusionists can heal. How? “They heal damage in the same manner in which they cause damage – not by tricking their targets but rather by projecting their own magical power into the target and changing the nature of time and substance. They do not trick the target’s mind into physically healing itself…An illusionist channels or controls the natural magic of the world around him” (C&C PHB, 7th printing, p.72; I examine the C&C illusionist class in more detail here).
Illusionists do not use healing magic to accomplish healing under this interpretation, but something closer to accelerating time around the wound, effectively allowing the days of natural healing to take place over the course of just a few seconds. Thus, a Remnant – and some other undead in general – could be healed by illusionists if they are the type of undead that can heal naturally over time.
This has some pretty interesting implications. In C&C (under this interpretation), I can see illusionists being a unique type of necromancer if healing undead is an important consideration. As I said, this would only work on undead that heal naturally over time, if the undead needs to feed on others to heal, then this approach may not work.
What do you think?
Kobolds from Folklore in RPGs
In my previous blog entry, I spoke of bringing in folklore-oriented goblins and kobolds into my game. I have laid out how I might do so with kobolds in the past. In my most recent adventure, I finally managed to bring in a Germanic-style kobold. The adventure (A0: Rising Knight) has several kobolds of the reptile variety in an evil temple with goblins and gnolls. I swapped the reptile kobolds with a Germanic Domestic Household Spirit. This kobold was not an evil being, but had been tasked with managing the interior of the evil temple of Baleon Nakt, however, due to the evil sentience that dwells within it, the kobold was in a constant battle of wills with it and the kobold now wanted out. This opened up some great discussions with the PCs as they attempted to find the location of the main foe (Gritznak the Bold) and the evil knight and former high priest (Unguaith Kine) Gritznak is trying to bring back from the beyond. I really loved this new take on the adventure. The PCs in turn have promised to help get the kobold out and give it a new, safer, home to manage in return for its assistance in finding and defeating Gritznak and Unguaith. As the PCs now make their way through Baleon Nakt they now have a kobold that has the traditional folklore abilities of turning invisible, shape changing into objects, animals, and people, and using illusionary magic. This is a great deal of fun!

























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