FOUR THINGS YOU MIGHT FIND IN A DRUID’S LAIR
- 1d10 temporary hitpoints. These are tracked separately than normal HP, and damage depletes them first.
- +2 to attack rolls
- A strength score of 18
- A Charisma score of 3
FOUR THINGS YOU MIGHT FIND IN A DRUID’S LAIR
I never liked druids because they always seemed like medieval ecologists. This is silly because I am pretty sure that if I lived in medieval Europe I would think more about nature red in tooth and claw than nature as a place where you have talking animals and babbling brooks and wind in the trees. If I were a medieval peasant and I heard an animal talk to me I would get an exorcist.
I want a druid more in line with the creepy ones Julius Caesar talks about, what with the blood and guts and weird rites in the wilderness. Burning wicker men in the dark.
Druids are not magical hippies. They do not care about nature. They do not like animals. Druids do not study in wizard school. They do not meditate in temples. They do not memorize spells or petition deities for miracles. Druids track down the numinous and kick the shit out of it until it does what they want.
I bought Carcosa a while back. There was a lot I liked about it, but a lot that was either too tedious or too icky for me to put into my game directly. So I started sticking in Jonathan Strange & Mr. Norrell. Like, rituals are more “convince this deranged fairy to help you instead of turning you into an antimacassar” rather than “throw an orphanage into a volcano and summon yet another scabrous mass of tentacles.”
So.
Fighters are like this |
Magic-users be like this. |
Clerics are like this. |
Specialist! |
Druid |