Monday, January 5, 2026

Ripped from the headlines!

It's a game that will let you experience the thrill of bringing Nicolas Maduro to justice--or of kidnapping him illegally, if you're the kind of person who feels sorry for drug-running, election-stealing dictators.


Nabbing Nicolas is a fast-paced game that's played with a regular deck of cards. It can be played by 2-4 players, and it's everything you might expect a game designed in an afternoon to be--and then some!

You can get Nabbing Nicolas at our secondary outlet, Etsy. We hope you'll enjoy overthrowing the regime!

UPDATE: You can also get it from The Red Room--and it's free there!

(And speaking of those who find it a worthy use of their time expressing support for a drug-running, election-stealing dictator, here's a variant rule for Nabbing Nicolas: Players can choose to protect Nicolas and his lovely wife from apprehension by keeping him in their hands. Instead, they must focus on other ways to earn points, so that they can win when the game ends.)



Thursday, January 1, 2026

A new Ghost of Hong Kong story by Steve Miller!

 We're kicking off the New Year with a new tale of danger and death!



The Ghost Rises

The shaft of light fell through the skylight like a blade, cutting through the darkness of Hu Wan's private chamber to illuminate the small circle where Kam sat. The rest of the room remained in shadow—deliberate, theatrical, the way Wan preferred his fortune-telling sessions. He liked his captive psychic spotlit, vulnerable, a specimen under glass for his amusement.

Kam's wrists bore the raw marks of the chains that bound her to the heavy mahogany table. The metal links clinked softly as she moved her hands across the zodiac cards spread before her, their ancient symbols seeming to glow in the concentrated light. She wore only the thin silk slip Wan had allowed her. It was more than he sometimes let her have, so she should probably thank the gods for small favors.

"Tell me again," Wan said from the darkness beyond the light. His voice carried the rough edges of a lifetime of cigarettes and violence. "Tell me what you see."

Kam's fingers trembled as they hovered over the cards. Not from fear—she had moved beyond fear weeks ago—but from the effort of maintaining the performance. Her gift was real enough, though not in the way Wan believed. She could read people, sense their intentions, feel the currents of fate moving through the world. But she had learned to shape her visions, to guide them toward the outcome she needed.

"The Tiger prowls in darkness," she said, her voice carrying the ritualistic cadence Wan expected. "The Dragon sleeps in his mountain fortress. But the Ghost..." She paused, letting the silence stretch. "The Ghost rises from the earth to strike down a great enemy."

Wan stepped into the edge of the light, and Kam suppressed a shudder. He was a thick man, running to fat now in his fifties, but the muscle underneath remained solid. His face bore the scars of his rise through Bangkok's underworld—a knife slash across one cheek, a puckered bullet wound near his temple. He wore an expensive silk shirt open to reveal gold chains nested in graying chest hair. In his hands, he cradled an MP5 submachine gun like a lover.

"The Ghost of Hong Kong," he said, his lips pulling back in something between a smile and a snarl. "That legendary bitch thinks she can come for me. For Hu Wan." He laughed, a sound like gravel in a cement mixer. "I know why she comes. Those brothels in Chiang Mai—the ones I invested in. She thinks she's some kind of avenging angel for those whores."

He moved closer to Kam, close enough that she could smell the whiskey on his breath and the acrid scent of gun oil. His free hand reached out to trace the line of her collarbone, and she forced herself to remain still, to keep her breathing steady. This too was part of the performance.

"But I'm ready for her," Wan continued, his fingers trailing lower. "I've got fifty men in this compound. Motion sensors. Cameras. And when she comes through that door..." He gestured with the MP5 toward the room's single entrance. "I'll cut her in half before she can blink."

Kam's eyes remained fixed on the cards, but her awareness extended far beyond them. She could feel it now—a presence drawing near, inevitable as the tide. The Ghost was close. Very close.

"The cards say the Ghost will rise soon," Kam said softly. "Very soon."

Wan's hand moved to grip her chin, forcing her to look up at him. His eyes were bloodshot, pupils dilated from whatever cocktail of drugs he'd been consuming. "You better hope your visions are accurate, little bird. Because if this Ghost doesn't show, if you've been wasting my time..." He let the threat hang unfinished, but his grip tightened enough to make her jaw ache.

The radio on Wan's belt crackled to life, shattering the moment. "Boss! Boss, we have an intruder! North perimeter, someone's—"

The transmission cut off, replaced by the sharp crack of gunfire. Then more shots, rapid and overlapping, the distinctive chatter of automatic weapons mixing with the deeper boom of shotguns. Wan released Kam and spun toward the door, bringing the MP5 up to his shoulder.

"All units, report!" he barked into the radio. "What's happening?"

Static answered him, punctuated by more gunfire. The sounds were moving, drawing closer to the main house. Kam could track the battle's progress by the acoustic signatures—the firefight starting at the outer wall, then moving through the courtyard, then into the house itself. Wan's men were dying, and they were dying fast.

"Second floor clear!" a voice shouted over the radio, high-pitched with panic. "She's heading for the—"

The transmission ended in a scream, a sound of pure terror that cut off with horrible abruptness. Then silence. Complete, absolute silence that seemed to press against the walls of the darkened room.

Wan's breathing had gone ragged. Sweat beaded on his forehead despite the frigid air conditioning. He kept the MP5 trained on the door, his finger white-knuckled on the trigger. "Come on," he muttered. "Come on, you bitch. Come through that door."

"The Ghost rises now," Kam said, her voice carrying an otherworldly certainty. "The zodiac has spoken. The great enemy falls tonight."

"Shut up!" Wan snarled, not taking his eyes off the door. "Shut your mouth or I'll—"

He never finished the threat. His attention was completely focused on the door, on the obvious point of entry, on the place where any rational attacker would appear. Which was exactly what Kam had been counting on.

In the far corner of the room, hidden in the deep shadows beneath a side table, a section of the floor lifted silently. The trap door—an escape route Wan had installed years ago and then forgotten about—opened just wide enough to admit a human form.

The Ghost of Hong Kong emerged from the darkness below like a wraith materializing from the underworld. She moved with absolute silence, her black tactical gear rendering her nearly invisible in the unlit portions of the room. Her face was covered by a balaclava, only her eyes visible—dark, focused, utterly calm. In her hands, she carried a suppressed pistol, the weapon an extension of her body.

Wan was still talking, his voice rising with a mixture of fear and bravado. "You think I'm afraid? You think Hu Wan fears some ghost story? I've killed better than you. I've—"

He turned, perhaps sensing something, perhaps just nervous energy making him check his flanks. His eyes widened as he registered the figure standing in the shadows behind him, the pistol already rising to aim at his center mass.

"No—" he started to say, trying to swing the MP5 around.

The Ghost fired three times in rapid succession, the suppressed shots making soft coughing sounds that seemed impossibly quiet after the cacophony of the firefight outside. The first round took Wan in the chest, punching through his sternum. The second caught him in the throat as he staggered backward. The third, delivered with surgical precision as he fell, entered just above his left eye.

Hu Wan collapsed like a puppet with cut strings, the MP5 clattering from his nerveless fingers. His body hit the floor with a heavy thud, blood pooling beneath him in the shaft of light that had so recently illuminated Kam's captivity.

The Ghost moved immediately to Kam's side, holstering her pistol and producing a set of lock picks from a pouch on her tactical vest. Her hands worked with practiced efficiency on the chains binding Kam's wrists, the locks clicking open one by one.

"Thank you," Kam said softly, rubbing her freed wrists. "I knew a great enemy would fall tonight."

The Ghost paused, glancing at Kam with an expression that might have been curiosity. When she spoke, her voice was low and controlled, carrying a slight British accent that spoke of international education and careful cultivation. "Your great enemy. Not his."

"The cards don't lie," Kam said carefully.

The Ghost returned to working on the chains, her hands moving with practiced efficiency. "The brothels in Chiang Mai," she said, her tone conversational but edged with something harder. "Seventeen girls, the youngest barely thirteen. Wan's investment portfolio was quite detailed once I accessed his financial records. That's why I came for him."

"He liked to brag," Kam said, her voice hardening. "About his business ventures. About how much money there was in selling children. He thought I was just his fortune-teller, his exotic pet."

Another lock clicked open. The Ghost moved to the ankle chains. "Men like Wan always underestimate the people they cage." She glanced up. "How long did he keep you here?"

"Three months," Kam said. "Reading his fortune. Warning him about his enemies. Telling him what he wanted to hear." She paused, then added quietly, "And what he needed to hear."

The Ghost's hands stilled for just a moment, then continued their work. "What he needed to hear?"

Kam met her eyes. "I told him the Ghost would rise tonight. I told him to watch the door. I made sure he was looking in exactly the wrong direction."

The final chain fell away, and Kam was free. She swayed slightly, months of captivity and malnutrition taking their toll. The Ghost caught her, steadying her with a firm hand, then produced a dark jacket from her pack and draped it over Kam's shoulders.

"Clever," the Ghost said, studying Kam's face. "But how did you know I would come tonight? How did you know I would come at all?"

Kam took a breath, her legs trembling beneath her. "Because I called to you."

The Ghost went very still. "Called to me."

"I've been reaching out for weeks," Kam said, her voice barely above a whisper. "Sending everything I could—the layout of the compound, Wan's routines, the trap door. I knew you were hunting him. I knew you would come."

For a long moment, the Ghost simply stared at her. Then something shifted in her expression—recognition, perhaps, or confirmation of something she'd been trying to rationalize. "The visions," she said softly. " They came from you."

"Yes."

The Ghost backed away slightly, processing this revelation. Then, cool and professional again: "Can you walk?"

"How did they come through?" Kam asked.

The Ghost's expression grew distant, remembering. "At first, I thought I was losing my mind. Three weeks ago, I was doing my evening meditation—I practice yoga, helps maintain focus for the work—and suddenly I saw this room. Not imagined it. Saw it. The skylight, the cards, your face. And I heard a name: Hu Wan."

She moved toward the trap door, checking it with her flashlight, but continued speaking. "The images kept coming. Always when my mind was quiet. During savasana after a session. In that space between sleeping and waking. I'd see the compound layout, the guard rotations, the forgotten passages beneath the building. It was like watching surveillance footage, except the camera was inside my head."

"I wasn't sure you were receiving them," Kam said, following her on unsteady legs. "I just kept pushing, kept sending everything I could."

"I tried to ignore it at first," the Ghost admitted. "Thought it was stress or some kind of psychological break. But the information was too specific, too detailed. And when I cross-referenced the name Hu Wan with my existing intelligence on trafficking networks, everything aligned. You were giving me everything I needed to find him." .." She met Kam's eyes and asked again, "Can you walk?"

"Yes," Kam said, though her legs trembled. "Yes, I can walk. I can run if I have to."

"We'll take it slow," the Ghost said. She gestured toward the trap door. "

Kam looked down at Wan's body one last time. In death, he seemed smaller, less monstrous. Just another predator who had finally met something higher on the food chain. 

"The zodiac was right," she said quietly. "The Ghost rose from the earth. The great enemy fell."

The Ghost glanced at her, something that might have been respect flickering in those dark eyes. "Your gift is real."

"Yes," Kam said. "Though not in the way Wan believed. I can't see the future, not exactly. But I can feel the currents of fate, the patterns of cause and effect. And I can sometimes... nudge them. Guide them toward the outcome that needs to happen."

"You guided me here."

"I called to you," Kam corrected. "You chose to answer. You chose to hunt Wan. I just... made sure you had the information you needed. Made sure he would be exactly where you needed him to be."

The Ghost nodded slowly, processing this. Then she gestured toward the trap door. "We should go. The authorities will be here soon. I made sure to trigger several alarms on my way out."

Kam moved toward the escape route, then paused. "The other girls. The ones in the brothels. Will they—"

"Already handled," the Ghost said. "I hit Wan's operations in Chiang Mai three days ago. The girls are safe, being processed through legitimate aid organizations. Wan's partners are either dead or in custody." She paused. "That's why he was so paranoid tonight. He knew I was coming for him. He just didn't know how."

"Because I told him," Kam said, a small smile playing at her lips. "I told him the Ghost would rise. I told him to watch the door. I made sure he was looking in exactly the wrong direction."

"Clever," the Ghost said, and there was genuine admiration in her voice. "You're wasted as a fortune-teller."

"Perhaps," Kam said, beginning to descend into the passage below. "But the cards don't lie. They told me a ghost would rise to strike down my enemy. They told me I would be free. They told me that justice, however delayed, would come."

The Ghost followed her down, pulling the trap door closed above them. In the darkness of the passage, lit only by the Ghost's small flashlight, they moved away from the room where Hu Wan's body lay cooling in its shaft of light.

"Where will you go?" the Ghost asked as they navigated the narrow tunnel.

"I have family in Taiwan," Kam said. "If they still remember me. If they'll take me back after..." She trailed off, the weight of her captivity settling over her.

"They'll remember you," the Ghost said with quiet certainty. "And I'll make sure you get there safely." She paused, considering her next words carefully. "What you did—reaching out to me like that—it wasn't just impressive. It was useful. Intelligence I could trust completely because it came from the source itself."

Kam glanced back at her in the dim light. "You want readings."

"I might," the Ghost admitted. "My work requires knowing things others don't. And you have a gift for seeing what's hidden." There was a beat of silence, then: "I don't usually work for free, and I suspect you don't either. But tonight... let's call it an introduction. A demonstration of what we might offer each other."

"You're proposing an arrangement," Kam said, understanding dawning.

"I'm proposing we stay in touch," the Ghost said. "You helped me tonight more than you know. Handed me Hu Wan on a silver platter. In the future, when I need to see clearly, I'll know who to ask. And when you need a ghost to rise..." She let the sentence hang.

"I'll know who to call," Kam finished softly.

They emerged from the tunnel into the humid Bangkok night, the compound behind them already alive with the wail of approaching sirens. The Ghost led Kam to a nondescript motorcycle parked in the shadows of a nearby alley, producing a second helmet and a leather jacket from the storage compartment.

As Kam settled onto the bike behind her unlikely savior, she felt the psychic currents shifting around them, the patterns of fate realigning now that Wan's dark influence had been removed from the world. She had been right to reach out, right to trust in the legend of the Ghost of Hong Kong.

The Ghost started the engine, the sound a low purr in the darkness. "Hold on," she said.

Kam wrapped her arms around the Ghost's waist, feeling the solid reality of her rescuer, this woman who had seemed like nothing more than a myth until tonight.

"Thank you," she said again, the words inadequate but sincere. "For hearing me. For coming."

The Ghost didn't respond, guiding the motorcycle out of the alley and into the flow of late-night traffic. They disappeared into the neon-lit streets of Bangkok, two women bound by violence and liberation, by psychic connection and shared purpose. Behind them, Hu Wan's compound blazed with police lights, and somewhere on the top floor of the house, in a shaft of light, on a mahogany table, ancient symbols spoke of justice delivered and debts repaid.

--

If you enjoyed this story, you might also like this other Ghost of Hong Kong story that can be read here at the blog. You might even consider getting a copy of The Ghost of Hong Kong anthology, which is full of stories you can only find there!

Thursday, December 25, 2025

An Expansion for VOID RUNNERS: Random Contract Generator

NUELOW Games has just released a sci-fi mini-RPG-Void Runner! We hope it's easy to learn and even easier to play. (The tables can also be used as inspiration for other sci-fi adventure games!)

Contract Generator
Roll 1d10 on each table to create a unique contract. The combination of results tells the basic story of your next desperate job.

Employer Table

  1. Broken Megacorp: A mid-tier corporation with more secrets than credits

  2. Desperate Colonists: Trapped settlers with nothing left to lose

  3. Rogue AI Fixer: An autonomous network broker with unknown motives

  4. Exiled Aristocrat: A fallen noble seeking revenge or redemption

  5. Criminal Syndicate: Ruthless gang controlling a critical trade route

  6. Independent Research Team: Scientists with dangerous discoveries

  7. Refugee Network: Underground movement helping people escape corporate oppression

  8. Watcher-Adjacent Broker: A mysterious intermediary with alien connections

  9. Decommissioned Military Unit: Soldiers surviving outside official channels

  10. Ghost Collective: Anonymous data traders who never show their faces

Objective Table

  1. Data Extraction: Steal critical information from a secure system

  2. Assassination: Eliminate a high-profile target with maximum deniability

  3. Rescue Operation: Extract a valuable asset from hostile territory

  4. Smuggling Run: Transport forbidden tech or restricted materials

  5. Sabotage Mission: Disrupt a corporate or military operation

  6. Relic Recovery: Retrieve an artifact of unknown origin and power

  7. Hostage Negotiation: Complicated extraction with multiple moving parts

  8. Surveillance Infiltration: Plant or retrieve monitoring equipment

  9. Corporate Espionage: Gather intelligence on a competing organization

  10. Quantum Courier: Transport something that defies normal physics

Complication Table

  1. Betrayal: A team member has hidden motives

  2. Time Limit: Mission must be completed before a critical event

  3. Competing Crew: Another Runner team wants the same prize

  4. Watcher Interference: Alien entities are watching or actively blocking

  5. Environmental Hazard: Extreme conditions threaten mission success

  6. Unexpected Surveillance: Corporate or syndicate eyes are everywhere

  7. Equipment Failure: Critical gear malfunctions at the worst moment

  8. Political Instability: Local conflict complicates mission parameters

  9. Quantum Anomaly: Reality itself becomes unpredictable

  10. Total Lockdown: Unexpected security upgrade traps the crew


If these tables look interesting or useful, you should probably check out Void Runner: A Sci-Fi Roleplaying Game by clicking here. It's short and dirt cheap!

A Merry Christmas Roleplaying Game!

We at NUELOW Games hope everyone is having a wonderful holiday season. We're presenting a brand-new mini-RPG to spread joy on this Christmas Day!


THE NIGHT BEFORE CHRISTMAS: 
A Festive RPG

SETUP
Players: 2-5 | Time: 30-60 minutes | Materials: 2d6, paper, pencil

You are Santa's emergency backup team. Santa's sick with the flu--not even Mrs. Claus's loving ministrations has made him feel better--and Christmas Eve is HERE. Can you deliver presents to five special children before dawn?


CHARACTER CREATION
Choose a character role and write down your special ability:

THE ELF - Reroll any failed Crafting check once per game
THE REINDEER - Reroll any failed Flying check once per game
THE SNOWMAN - Reroll any failed Sneaking check once per game
THE GINGERBREAD GUARDIAN - Reroll any failed Courage check once per game
BRIGID THE RED, CHRISTMAS DRAGON - Reroll any failed check once per game (any type)

Each character starts with 3 CHRISTMAS SPIRIT points.


HOW TO PLAY
The Game Master (GM) describes situations. When you attempt something risky, roll 2d6:
  • 7+ = Success!

  • 6 or less = Failure (lose 1 Christmas Spirit)

  • If you reach 0 Christmas Spirit, you're too discouraged to continue

Check Types: Flying, Crafting, Sneaking, Courage


THE MISSION
You must visit five houses and deliver the right presents. The GM describes each house and its challenges.

THE PRESENTS
This year's special deliveries:
  • May: A gleaming silver telescope to explore the night sky

  • Tommy: A classic wooden model train set with intricate details

  • Sophia: A professional art supply kit with watercolors and brushes

  • Jamal: A regulation-size basketball for shooting hoops

  • Emma: A leather-bound collection of adventure stories from around the world


HOUSE 1: THE APARTMENT
Little May lives on the 12th floor. No chimney—just a locked balcony door.
Challenge: Sneaking check to pick the lock quietly

HOUSE 2: THE FARMHOUSE
Tommy's house has a chimney, but his protective dog Brutus guards the living room.
Challenge: Courage check to befriend or distract Brutus

HOUSE 3: THE MANSION
Sophia's family has a high-tech security system with motion sensors.
Challenge: Crafting check to disable sensors without triggering alarms

HOUSE 4: THE COTTAGE
Jamal's chimney is blocked by a bird's nest. You'll need another way in.
Challenge: Flying check to safely enter through the attic window

HOUSE 5: THE LIGHTHOUSE
Emma lives in a lighthouse on a cliff. A snowstorm is raging around it.
Challenge: Flying check to navigate the dangerous weather


THE CLOCK IS TICKING!

You have only 20 rolls to complete all five deliveries before dawn breaks! Every check you make counts toward this limit—whether you succeed or fail. If you reach 20 rolls before delivering all the presents, Christmas morning arrives and some children wake to empty stockings.

Roll Counter: Track each roll below (cross off one box per roll)

[ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]  [ ]

TEAMWORK: If two players work together on a challenge, they both roll. If either succeeds, the team succeeds. If both fail, each player loses 1 Christmas Spirit.

CHRISTMAS MAGIC: Spend 1 Christmas Spirit to automatically succeed on any check.

GIFT MIX-UP: Whenever someone rolls doubles (same number on both dice), a gift mix-up happens! Make a Crafting check to fix it quickly.

HOUSE COMPLETE: When you successfully deliver a present, each player recovers 1 Christmas Spirit (max 3).


GM TIPS

  • Add festive descriptions: twinkling lights, cookie smells, sleeping families

  • Let players suggest creative solutions

  • Award bonus Christmas Spirit for exceptional roleplay

  • Make it magical and heartwarming!

  • Pacing is key! With 20 total rolls for 5 houses, aim for about 3-4 rolls per house. This gives you room for creative challenges while keeping the story moving. If a player fails a check, consider turning it into a fun narrative moment—maybe they need a second approach to overcome the obstacle. For example, a failed Sneaking check might mean they need a clever Crafting solution to distract a watchful pet, or a Courage check to boldly solve the problem. These follow-up challenges add excitement and give players more chances to be heroic!

Merry Christmas, and good luck!

Tuesday, December 23, 2025

That time the Christmas Dragon Celebrated Festivus

In 2012, a cabal of wealthy demon worshippers made the mistake of thinking that an ancient red dragon would surely be eager to help them destroy Christmas for the year and decades to come by setting off small nuclear devices in Bethlehem, PA, Bethlehem in the Middle East, Chicago, IL, and Leavenworth, WA. 

The many legends of how violent and evil red dragons are caused them to invite Brigid the Red to augment their scheme with her magical fire and fearsome presence... but, instead, she joined them on December 23 to celebrate a winter festival she's never paid much attention to, Festivus!

By the end of her celebration, many feats of strengths had been performed, many masters of houses heads' had been pinned to (and smashed through) walls, and seven luxury estates on six different continents had been reduced to ruin and ashes, and all the dragon's grievances had been aired.









Sunday, December 21, 2025

From the Hoard of the Christmas Dragon: The Naughty-or-Nice Ledger

This massive tome is bound in green-tinted leather with gold-leaf edges and a clasp shaped like a snowflake. The cover bears the words "The List" that shifts between languages to match whatever the viewer can read. The pages are made of vellum that never tears or stains. The pages are covered with names and notations, recorded in an elegant handwriting. The book always falls open to exactly the page needed. A red silk bookmark attached marks the current page. When inspected with a detect magic spell, the book exudes powerful divination magic

The origin of The Naughty-or-Nice Ledger is unclear, but Brigid loves showing it to friends and visitors to her library of magical books. She claims it was given to her by Santa Claus himself, and that it's a backup copy of the list he uses to keep track of good children, bad children, and those who will get a visit from Krampus. Her claim further is that Santa told her to keep the book safe for the day he might need it.



POWERS
The Naughty-or-Nice Ledger is a powerful tool for discerning the moral character and recent actions of any creature.

Constant Effect
The book automatically records the names of any creatures the bearer encounters within 120 feet, along with a brief assessment of their general moral alignment and recent significant actions (within the past year)

Activated Abilities
    Detailed Assessment (Sp): By spending 1 minute concentrating on a specific name in the book, the bearer can learn detailed information about that creature as if casting discern lies, detect thoughts, and legend lore simultaneously (CL 13th). The information appears as handwritten notes in the book, including a summary of the creature's significant good and evil acts over the past year. This ability can be used at will, but only on creatures whose names appear in the book.
    Judgment of Character (Su): Three times per day, the bearer can pronounce judgment on a creature whose name appears in the book and who is within 60 feet. If the creature has performed more evil acts than good acts in the past year (as determined by the DM), they must succeed on a DC 20 Will save or be affected as per bestow curse for 24 hours. If the creature has performed more good acts than evil acts, they instead receive the benefits of bless and aid for 24 hours (no save). Neutral creatures are unaffected.
    Gift of Redemption (Sp): Once per week, the bearer can offer a creature whose name appears in the book a chance at redemption. If the creature accepts (a free action that must be taken willingly), they receive a geas/quest to perform a specific good deed determined by the bearer. Upon completion of this deed, the creature's alignment shifts one step toward good, and they receive a permanent +2 inherent bonus to Wisdom as they gain insight into moral behavior.

Friday, December 19, 2025

Creations of the Christmas Dragon: The Ornaments of the Giving Tree

 Some of the gifts created by Brigid the Christmas Dragon have special abilities that can be used only once. Foremost among these--she makes at least one set each year--are the Ornaments of the Giving Tree

While Brigid hopes the set of five ornaments will grace the recipent's Christmas Tree for decades to come, each ornament contains a blessing meant to be shared in times of need. Using the blessing calls for the destruction of the ornament. Each  They are given in a wooden box with elegant Christmas-themed carvings. Engraved on the bottom of the box (in English, French, or German, or Gaelic, depending on what language seems most appropriate to the heritage of the receiver) are the words: The true magic of the season lies not in receiving, but in knowing when and how to give.

Ornaments of the Giving Tree

Wondrous item (consumable), uncommon
This set consists of six beautiful glass ornaments, each about the size of a small apple, hanging from golden hooks. Each ornament is a different color (red, green, gold, silver, blue, and white) and contains swirling magical mist that glows softly. They come in a small wooden box lined with velvet, with a note that reads: "Break in time of need, but choose wisely—each gift is given but once."


Magical Properties
Each ornament can be thrown up to 30 feet or simply broken as an action. When an ornament breaks, it releases its magical effect and is consumed. Each ornament can only be used once.

  • Red Ornament (Warmth): When broken, it creates a 20-foot radius sphere of comfortable warmth centered on the point of impact. This area remains at a comfortable temperature regardless of external conditions for 8 hours. Creatures taking a short or long rest in this area regain the maximum number of hit points possible from Hit Dice spent. Additionally, the area provides bright light in a 20-foot radius and dim light for an additional 20 feet.

  • Green Ornament (Growth): When broken, it causes plants to grow rapidly in a 30-foot radius. Difficult terrain made of plants becomes normal terrain, and normal terrain becomes lightly obscured by harmless, beautiful flowering plants. The plants produce enough edible berries and nuts to provide a day's worth of food for up to 12 creatures. The plants remain for 24 hours before withering away. If broken indoors or in an area with no soil, it instead creates a 10-foot radius area of soft, cushioning moss.

  • Gold Ornament (Fortune): When broken, golden light washes over all creatures of your choice within 30 feet. Those creatures gain a special d6 called a Fortune Die. Once within the next 8 hours, when a creature with a Fortune Die makes an attack roll, ability check, or saving throw, they can roll the Fortune Die and add the result to their roll. Each creature can only benefit from one Fortune Die at a time.

  • Silver Ornament (Protection): When broken, it creates a shimmering silver barrier in a 10-foot radius sphere centered on the point of impact. The barrier has AC 15 and 50 hit points. It is immune to poison and psychic damage but vulnerable to thunder damage. Creatures and objects inside the barrier have total cover from attacks and effects originating outside the barrier. The barrier lasts for 10 minutes or until destroyed. Creatures inside can exit freely, but once outside, they cannot re-enter.

  • Blue Ornament (Clarity): When broken, it releases a wave of crystalline blue energy in a 40-foot radius. All illusions in the area are dispelled, invisible creatures and objects become visible, and all creatures in the area gain truesight out to 60 feet for 10 minutes. Additionally, creatures in the area when it breaks can immediately make a new saving throw against any effect causing them to be charmed or frightened, with advantage on the roll.

  • White Ornament (Peace): When broken, it creates a 30-foot radius aura of peace centered on the point of impact. For 1 minute, creatures in the area cannot willingly make attack rolls or cast harmful spells. Creatures that wish to resist this effect can make a Wisdom saving throw (DC 15) when they enter the area or start their turn there. On a success, they are immune to this ornament's effect. Creatures already engaged in combat when the ornament breaks have advantage on this saving throw. The aura does not prevent defensive actions or movement.

Flavor Text: "These ornaments were crafted by a circle of clerics who believed that the greatest gifts were those given without expectation of return. The box they come in bears an inscription: 'The true magic of the season lies not in receiving, but in knowing when and how to give.'"