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Black and white drawing of Ayo Clayton and Misty Tailspin. As Hobs, they have a human-like appearance, are short-statured, and have small, pointed ears. Illustration by Jessica Kuczynski.

 

Overview: Hobs are a small, omnivorous, humanoid species with a fast metabolism and high flexibility that makes most of them agile, quick, and energetic.

Physical Description: Most Hobs are around three feet tall, with a human-like appearance, though their ears are pointed. Hobs have a range of body shapes and appearances that is similar to humans, but they have higher flexibility and faster metabolisms. Because of this, most Hobs, regardless of body type, excel at speed and agility. Being small also makes Hobs comparatively light. That, combined with their high metabolism, makes them remarkably fast. Adding that speed to a body optimized for flexibility frequently results in impressive dexterity.

Senses: Hobs have the same senses as humans.

Diet: Their fast metabolism means that Hobs need to eat a lot of food. Despite being smaller, they eat significantly more than humans. This is helped by having a digestive system that is more robust than humans. Even so, most Hobs still make extensive use of cooking and fermentation so that they can get the most energy and nutrients out of their food. Continue Reading »

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This is a visualization tool I created for myself based on some information my therapist gave me. It is about bringing love, compassion, and additional emotional resources to a past situation where my ability to cope was overwhelmed (trauma). Using it repeatedly has helped me heal trauma and greatly reduce the intensity of certain trauma triggers.

Because holding on to love and compassion while facing something overwhelming is challenging, this tool can take a lot of work. The more intense the trauma, the more work it is. Because of this, I use this tool when I’m not triggered, or am only mildly triggered. If I’m strongly triggered, I calm myself with orienting techniques and self-care strategies.

Note: I am not a healthcare professional and this is not medical advice. It is simply a record of what has personally helped me and the reasoning behind it.

This article is part of the Anxiety Tools Series. Click here for more tools that help with anxiety.

A photograph of two orange tabby kittens cuddling and snoozing together, one on top of the other.

 

Overview

  1. Connect and Send Love
  2. Validate Past Emotions
  3. Name the Situation and Validate
  4. Describe the Past Self Positively
  5. We Are a Team
  6. Hug and Send More Love

 

Step 1: Connect and Send Love

What I Do: I start by visualizing myself within a past traumatic situation. Next, I imagine my present self, as a separate person, lovingly placing my hands on the back of my past self. I take a moment to focus on the imagined touch and sending that past self love, support, and compassion.

Why It Might Help: Research has shown that there are psychological benefits to talking to yourself in third person, as if you are two separate people. It creates a bit of mental distance from intense experiences and helps us to think more clearly. These aren’t studies of trauma or visualization, but I suspect that viewing my past self as a separate person does give me enough distance from the trauma that it is easier to manage. I think that this mental distance makes it easier for me to feel things like self-love and compassion while facing the trauma. Continue Reading »

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The group arrives at the owlbear den to discover that the family of owlbears they are to transport is in the middle of a conflict with another pair of owlbears. The player characters need to resolve this conflict before they can prepare the owlbears for transport.

Supplemental Information: The following information is useful for running this stage of the adventure.

Reading the Owlbear Den Encounter Map: The elevation lines, standing trees, and downed trees marked on this map the same way they were marked on the Briar Creek map for Stage 4.

  • Thickets: Particularly dense thickets of bushes are marked by pale-green, shaggy, squiggles that don’t have trunks in the middle.
  • The Den Site: The owlbear den site is marked by a partially obscured dip in the highest (smallest) elevation ring. The largest clump of bushes is obscuring the opening.

Owlbears: The player characters are here to collect a specific pair of owlbears, along with their two eggs. We will be calling them the defending owlbears in this section.

  • Appearance: Owlbears look like large bears with owl heads. Most of their body is covered in fur. They have brown feathers on their heads, in a crest that runs along their spine, and band of feathers that goes around their bellies and hips, much like a feathery tutu. They have massive hooked beaks and large paws with powerful claws.
  • Behavior: Owlbear behavior is a combination of bird and bear behavior. Like owls, they pair bond, lay eggs, and raise nestlings together. Like bears, they react aggressively when someone gets between them and food, when startled, or when protecting their young. When upset, owlbears stand up on their hind legs, puff up all their feathers, and screech threateningly. Owlbears can attack with both claws and beaks.
  • Attacks: When an owlbear attacks a player character, the player must roll their character’s physical defense. Failures (zero successes) will result in an injury.
  • Magic Resistance: Anytime magic would directly affect an owlbear, roll a six-sided die. If the result is a 4, 5, or 6, the magic has no effect on them. This happens regardless of whether the magic is harmful or beneficial.

Continue Reading »

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The group enters the Wild Wood and encounters some of its dangers at Briar Creek (will-o’-wisps, razor briar, and vampire vine) on the way to the owlbear den site. If the player characters have agreed to collect plants for Bristle, this is where they will get them.

Supplemental Information: The following information is useful for running this stage of the adventure. The map and tokens are optional, but the creature and plant descriptions are necessary.

Reading the Briar Creek Map

  • Briar Creek: The blue, stony line running vertically down the center of the map is Briar Creek.
  • Elevation Lines: The curving gray-brown, stony lines indicate elevation. The darker side indicates higher elevation and the paler side indicates lower elevation.
  • The Briar Creek Ravine: The dark brown area directly around Briar Creek where the elevation lines are close together marks a small ravine. This entire area has Vampire Vines in it.
  • Standing Trees: All standing trees are shown top down and partially transparent. Their branches are shown as bushy, pale-green ovals centered around brown and black spiral trunks.
  • Downed Trees: The moss covered logs of many downed tress are scattered throughout both maps. In this map there is one living downed tree that bridges the creek. Some of its roots are in the ground and some are in the air.
  • Razor Briar: This dangerous plant is marked by dark red (almost black) looping squiggles.
  • Willow Thickets: The pale-green, bushy areas in the creek are willow thickets. Because they have many small trunks, rather than one large trunk, no trunks are shown for the willow thickets.

Using the Map on a Virtual Tabletop: The above map and tokens are designed to be used on virtual tabletops, like roll20. If you choose to do this, keep in mind that action scene rounds are anywhere between thirty and ninety seconds, depending on what the characters are doing. As a general rule, each round a character can move a number of squares equal to three times their body number.

  • Body #3: They can move up to 9 squares.
  • Body #4: They can move up to 12 squares.
  • Body #5: They can move up to 15 squares.

Continue Reading »

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The player characters enter Island Town, meet with Keeper Silvia Aguilar, and have an opportunity to rest and prepare. The two main goals of this stage of the adventure are to make the setting feel real and to give the player characters information about the thieves.

Supplemental Information: These optional maps of Island Town are provided to assist in role-playing.

 

Entering Island Town

Descriptions: It is a one day journey from Fork up the West Boundary River to Island Town. At the end of that journey they see Boundary Lake and Island Town.

  • The Journey Up River: “A yellow and red, medium-sized, magic-powered paddle boat takes you up the East Boundary River to Boundary Lake and Island Town. You start this journey in the patchwork fields of the Green Basin. However, as soon as you are past the juncture between the East and West Boundary Rivers, the fields on your right are replaced by the towering trees of the Wild Wood. This untamed wilderness is a stark contrast to the orderly fields to your left and you are reminded of the fact that the East Boundary River is the border between the Wild Wood and the agricultural lands of the Green Basin.”
  • Island Town: “At the end of your day’s journey, the East Boundary River widens out into Boundary Lake. Island Town is a modest collection of stone buildings perched on an island inside that lake. The paddle boat drops you off at the docks on the east side of the island.”
  • At the Docks: They are met at the docks by a Junior Keeper that looks over their paperwork and directs them to the local inn and the large stone building in the center of town that serves as the Crossroads Wilderness Keepers (CWK) headquarters.
    • If they took the early morning paddle boat, they have arrived on time to meet with Silvia today. If not, they will have to meet with Silvia tomorrow.
  • Inside Island Town: “Island Town is the regional base of the Crossroads Wilderness Keepers—the official organization in charge of managing and protecting the wildernesses of Crossroads. In addition to the Keepers, Island Town has a few shops, one inn, a community center, some warehouses, and some local fisherfolk.”
  • What do they do?

Continue Reading »

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This stage of the adventure is all about making the journey feel real and introducing the thieves as a threat. The group plans the nitty-gritty details of their trip and has their first encounter with the thieves. Then they undertake their journey and have their second encounter with the thieves in the city of Fork. Fork is the biggest city near Island Town and all routes pass through it.

Cute and comical illustration of a brown owlbear sitting in the back of a wagon.

Illustration of a brown owlbear sitting in the back of a wagon. They have a feathered owl head and a furry bear body. A band of feathers encircles their waist. The owlbear has an intense, focused look on their face as they sit awkwardly on their tush with their hind legs splayed out. This adorable work of art was created by the amazing Meghan Dornbrock.

 

Journey Planning Scene

Groups that travel by the roads or rivers will need to plan the details of their journey and all groups will need to plan what to pack and make reservations. This daily life planning scene makes that preparation more concrete, adds to the picture of the Academy, and gives the thieves a chance to spy on them.

The Thieves: In this scene, Watcher is using his magical connection with his familiar and Sensing Magic to spy on the player characters’ trip planning. If there is one or more player character with a secret, this is also the scene where Hand slips the first blackmail letter into their pocket or belongings. Continue Reading »

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The player characters make their travel plans, decide how they are going to transport the owlbears, and prepare anything they will need. This is also an opportunity for the players to explore the Adventurers Academy.

Cute and comical illustration of a brown owlbear sitting in the back of a wagon.

Illustration of a brown owlbear sitting in the back of a wagon. They have a feathered owl head and a furry bear body. A band of feathers encircles their waist. The owlbear has an intense, focused look on their face as they sit awkwardly on their tush with their hind legs splayed out. This adorable work of art was created by the amazing Meghan Dornbrock.

 

Goals

The player characters need to choose:

  • Their method of travel
  • Their general plan for transporting the owlbears
  • What they are going to spend their money on

This is also an opportunity for players to get to know the Academy a bit and for the characters to research and go on side quests. Continue Reading »

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As this adventure starts, the group arrives at a morning meeting with Kyra Piper so that they can receive this internship assignment.

Cute and comical illustration of a brown owlbear sitting in the back of a wagon.

Illustration of a brown owlbear sitting in the back of a wagon. They have a feathered owl head and a furry bear body. A band of feathers encircles their waist. The owlbear has an intense, focused look on their face as they sit awkwardly on their tush with their hind legs splayed out. This adorable work of art was created by the amazing Meghan Dornbrock.

 

Setting the Scene

Meeting Purpose and Overview: “This adventure starts at the Adventurers Academy. Your characters are students at the Adventurers Academy who have recently completed their core training and are about to start one of their internships. It is first thing on a spring morning and each of you is on your way to the Rainforest Meeting Room in the Main Academy Building to receive the details of your internship from Kyra Piper, one of the two founders of the Academy.”

  • If Applicable: “As a reminder, Kyra Piper is also the instructor of the Creative Problem Solving class that we experienced in the mini adventures.”
  • It is early spring (the equivalent of the middle of March).

The Academy: “At the center of the Adventurers Academy is the Main Academy Building, which is a large, three-story building shaped like a giant donut that encircles the training arena. This donut-shaped building is woven like a basket out of giant woody vines that are supported by two concentric rings of enormous trees. Spirals of open, vine supported ramps and balconies cover both the outside and inside surface of this building. The grounds around the Main Academy Building are separated into wedge-shaped sections, each of which magically contains a totally different ecosystem.” Continue Reading »

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This is a fairy tale-style illustration of three red-brown briar canes against a gold background. One of the canes is piercing a large, gory bird skull, while another has ripped thread or hair tangled around it. This is a heavily modified version of a public domain illustration by Arthur Rackham.

 

Safety Rating: Extremely dangerous.

Environment: Temperate forests and grasslands. Razor briar sometimes also grows on desert river banks.

Details: Razor briar is a prickly shrub that uses Earth Magic to grow razor-sharp metal, stone, or glass blades on its stems and the undersides of its leaves. The material each patch of briar uses for its blades is based on what minerals are available in the soil. These blades can be up to an inch long and deter non-magical animals from eating razor briar. The blades also shred non-magical plants that get too close, reducing competition.

Razor briar likes moist, well-draining, mineral-rich soils and grows particularly well on river banks. It is also drought tolerant, storing water in its canes and extensive root system, which allows it to go in a wide range of temperate habitats.

Similar to a blackberry, razor briar grows hexagonal canes with hand-shaped clusters of oval leaflets. Each leaflet has a serrated edge and pointed tip. The canes can be up to thirty feet long and thirteen feet high and have a distinct scarlet stripe that runs down their length.

Because growing its blades is time-consuming, unless it is assisted by abundant Earth or Plant Magic, razor briar is slow growing. It can take a decade to grow what similar non-magical species can grow in a single year. While growing so slowly would be a problem for other plants, being able to literally shred the competition means that there is no risk of razor briar being crowded out. Continue Reading »

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Mysterious balls of light hover temptingly in the air near a forest pathway lit by golden afternoon light that makes everything look pretty and innocent. This is an alteration of an artwork by Darkmoon_Art.

 

Appearance: Will-o’-wisps appear as floating balls of light, like distant lanterns, that bob tantalizingly between trees, rocks, bushes, or other plants.

How They Form: Will-o’-wisps are a type of ghost formed by deaths that are marked with particularly intense longing and anger, especially those that also involve injustice or betrayal. It is the combination of longing and anger that creates a will-o’-wisp, rather than a different type of ghost. If nothing is done to resolve those emotions, or the injustice or betrayal that caused them, all of that unresolved emotion overwhelms everything else, anchoring the dead person’s spirit to the living world in the form of a vengeful will-o’-wisp that kills anyone it can lure into its trap.

Main Traits: Once they are fully formed, will-o’-wisps know nothing besides the intense longing and anger that they feel. They don’t have any memories, nor do they have any desires outside of acting out their emotions by harming the living.

Like most ghosts, will-o’-wisps are incorporeal and can’t directly harm living people. Instead, the intense longing a will-o’-wisp feels is transmuted by Emotion Magic into a magical lure that compels their victims to follow them. The will-o’-wisp then leads their victim into danger in an attempt to harm or kill them. This danger can be a hazard of the terrain, such as a bog or cliff, or it can be a deadly predator. Will-o’-wisps are particularly known for partnering with Vampire Vine. Continue Reading »

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