Adventuring With Ghost Boy
The Ghost Boy of Kirinal has been involved in adventures throughout the Kirinal Concordance Zone for centuries. He's made friends and enemies all over the Zone! The Copper Chronicles Publishing Company has been publishing retellings of them for decades in illustrated magaznies that are cheap and readily available on every street corner in the Zone.
These adventure hooks are designed to bring Ghost Boy and his friends into your own adventures. Please feel free to change or adjust anything you need to make these work in your own world and games!
Detective Lim & Ghost Boy Casebook
Ghost Boy has always had a fascination with police and has made a habit of following around Zone Authority Police officers over the years. He has found his match in Detective Lim, a martial arts master and keen investigator with a reputation for always standing up for the little guy.
The Haunted Heist
A famous artifact has been stolen from the Concordant Explorers Museum in Tower Town. The prime suspect is Ghost Boy himself! The party must find the real burglar and recover the item before Detective Lim has to take his spectral buddy into custody and take him to the Soul Storage Spire!
The Vanishing Spectators
During a magic show at a theater in the Magister's Enclave, the audience members, all powerful mages themselves, mysteriously vanish into thin air! Detective Lim and Ghost Boy need the party's help to rescue the magic users themselves from an otherworldly dimension.
The Phantom Blackmailer
The rich merchants and nobles of Aurumopolis have begun receiving mysterious letters from an unknown sender detailing their darkest secrets. A noble woman with a dark secret hires you to identify the blackmailer and deal with them before Ghost Boy and Detective Lim discover her own lawbreaking.
Kill Flayer & Ghost Boy Chronicles
Ghost Boy spent a short time with the famous Sgt. Kill Flayer when he was working as a young zap. The garrulous sergeant doesn't speak about that time very much, but when Ghost Boy comes to him for help Kill Flayer will answer the call.
The Ghostly Gladiator
An ancient gladiator's ghost emerges on the streets of Mended Axe, challenging the warriors of Winter's Horde to deadly duels. Only the party can discover what has woken the gladiator's spirit while Sgt. Kill Flayer battles for his life!
The Opera House With A Phantom In It
Renovations at the Great Garrison City Opera House are brought to a halt by a ghostly opera singer who's songs enchant anyone who hears her voice. The party must find a way to put her soul to rest while Sgt. Kill Flayer and Ghost Boy engage her in Karaoke Kombat!
The Time-Traveling Terror
A young Watchman Kill Flayer and a living Ghost Boy are the party's first clues that someone is manipulating time and altering historical events. The party must chase down the time traveler through different eras of the Zone to prevent disaster and return the timelost duo to their proper places in history.
Tito Corbin & Ghost Boy's Folly of Fun
The older ghost Tito Corbin sometimes seeks out Ghost Boy when his own past misdeeds catch up to him. When corporate power and an army of lawyers aren't enough, sometimes the party and Ghost Boy are the answer!
The Dirty Princess Returns
A ghostly sailing ship flies through the skies of the Zone causing skyships to disappear in its wake. The ship has been identified as the Dirty Princess, Tito Corbin's ship from centuries ago. The party must take to the skies with Ghost Boy and return to the sea with Tito Corbin to uncover the truth and recover the lost skyships.
The Ectoplasmic Epidemic
An outbreak of ectoplasmic energy hills the Hexworm Corrals near The Tortoise halting production of valuable Hex Crystal. Tito Corbin has been unexpetedly spotted near the mines and the party, along with Ghost Boy, must discover what's really going on.
The Elf-King's Cursed Painting
A portrait of the late Thirion Elf-King has recently arrived in Menelost Telperion and is about to be put on display. However, anyone who looks at the painting has been cursed with old age and infirmity. Tito Corbin may hold the secret of the painting's origin and the party and Ghost Boy must figure out what it is and break the curse before it claims more victims.
The Dusk Patrol & Ghost Boy Adventures
The Dusk Patrol sees Ghost Boy as a beneficial ally and a valuable member of their team. This group of Tridenser Knights led by Sir Bekezela Shange enlist Ghost Boy's help to take on undead threats that require a ghostly ally.
The Spectral Rebellion
The spirits of the Dead of Kirinal are restless and agitated, causing disturbances throughout the Zone. They have escaped the boundaries of the Kirinal Pit. While the Dusk Patrol seeks to return them to their containment, the party must uncover what has released them and help them return where they belong as they await new lives as Soulforged.
The Mirror Dimension
The Dusk Patrol has vanished through a mysterious mirror and their dark doubles have taken their place. Ghost Boy comes to the party to help stop the evil pretenders while they seek to return the real Patrol and close the portal.
The Poltergeist Prankster
In Tridenser City a mischievous poltergeist has invaded the headquarters of the Dusk Patrol. While they deal with the incorporeal invasion, they have sent Ghost Boy to calm the restless spirit while the party solves the mystery of its unresolved past.
Moon Breeze & Ghost Boy Mysteries
When Ghost Boy gets into actual trouble, she goes to the ki-rin Moon Breeze for help. The noble ki-rin was the namesake of the original city of Kirinal. She takes personal responsiblity for not stopping the Kirinal Catastrophes and keeps an eye out for Ghost Boy.
The Missing Crystals of Farge McDrakon
Mysterious dispappearnces have plagued the town of Farge McDrakon a dwarven settlement a short ride away from Ki-Rin Forest. The settlers report ghostly apparitions around Thane McDrakon's Prison and their special Hexocybin Mushrooms infused with Hex Crystal. Moon Breeze sends the party, accompanied by Ghost Boy to unravel the secrets of the missing mushrooms while protecting the farge from a growing malevolent force.
Curse of the Cavaliers
The Cavaliers of Light Tourney Train has returned to the Zone and the southern slice is abuzz with excitement. The Tourney Train has set up just outside the Anomalous Forest and eerie incdents have plagued the carnival grounds. People have gone missing and strange illusions warp reality. Moon Breeze sends the party with Ghost Boy to navigate the treacherous fun house while uncovering the Tourney Trains secrets.
The Forgotten Song of the Ki-rin
A forgotten prophecy speaks of a lost ki-rin's song that holds the power to calm the spirits of Kirinal. When the spirits of the Zone grow uneasy, Moon Breeze, Ghost Boy, and the party embark on a quest to unearth the ancient melody. Their journey takes them through hidden realms, arcane libraries, and encounters with spectral guardians. They must find Moon Breeze's lost mate before malevolent forces do, for they wish to use the song to drive the spirits mad!
Homebrew
Ghost Boy CR: 7
STR
7 -2
DEX
15 +2
CON
17 +3
INT
10 +0
WIS
13 +1
CHA
17 +3
Investigation +6, Stealth +8
Darkvision 60 ft., Passive Perception 11
Bound to the Pit. As long as the Dead of Kirinal are in the Pit, Ghost Boy can't be permanently slain. If he is reduced to 0 hit points, he re-forms 24 hours later somewhere randomly in the Kirinal Concordance Zone with all his hit points.
If he is taken outside the Outer Ring of the Zone, Ghost Boy disappears and instantly reappears somewhere randomly in the Zone.
Ethereal Sight. Ghost Boy can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Ghost Boy can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. Ghost Boy doesn’t require air, food, drink, or sleep.
Actions
Multiattack. Ghost Boy makes two Tickling Touch attacks.
Tickling Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) psychic damage.
Etherealness. Ghost Boy enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Ghost Boy that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that Ghost Boy can see within 5 feet of him must succeed on a DC 13 Charisma saving throw or be possessed by Ghost Boy; he then disappears, and the target is incapacitated and loses control of its body. Ghost Boy now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Ghost Boy ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Bonus Actions
Shared Sorrow. Ghost Boy targets one creature he can see within 60 feet of itself that is missing any hit points, sharing his own torment with this pained soul. The target must succeed on a DC 14 Wisdom saving throw or be incapacitated.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to his Shared Sorrow for the next 24 hours.
The Ghost Boy of Kirinal was an orphan who died along with half a million other mortals in the Disintegration of Kirinal. He has been haunting the area around the Kirinal Pit since then and is unique among the "Dead of Kirinal" for his ability to leave the Pit itself.
He seeks out people with interesting occupations and joins their adventures whether they want him to or not.
These sound like they would be really fun little one shots. :D
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