The Witchcraft Tree House: Where Soccer Dreams Become Reality

By admin

Witchcraft Tree House Soccer on Sunday Sunday is a day of rest and relaxation for many people around the world. It is a time to come together with friends and family, and engage in activities that bring joy and happiness. For a group of friends who were passionate about soccer and fascinated by the mystical world of witchcraft, Sunday became a day unlike any other. These friends, who lived in a small town surrounded by lush green forests, decided to build a tree house in the woods. This tree house became their sanctuary, a place where they could escape from the worries and pressures of everyday life. They would often meet there to spend their Sundays together.


In 4713 AR (known as AD 1918 on Earth), a bitter and deadly war between several of Earth's major political powers, known as the Great War, finally came to an end after four years of global conflict. 3

The Hut s movement can be controlled by manipulating a small brown egg in a dish on a table in the central room, while its ability to teleport throughout the multiverse is activated by tossing two keys into a bubbling cauldron. In addition to the near limitless size of the interior, it also contains portals to the Thrice-Tenth Kingdom and various other planes and locations, subject to change at any time.

Planetary witchcraft of Starfinder

They would often meet there to spend their Sundays together. But this was no ordinary tree house. It was infused with the magic of witchcraft, a place where spells were cast and dreams came true.

Starfinder – Baba Yaga’s Hut is a Mech

There are a few non-deity (or at least demi-god) creatures that exist in the Pathfinder/Starfinder setting that are essentially immortal. Many of the Golarion ones (Ruby Phoenix, Old Mage Jatembe, etc) are very much tied to Golarion itself and unlikely to appear in a Starfinder context without a rediscovery of the missing planet. One notable exception to that, a being that was traveling between planets and solar systems well before the Age of Lost Omens, much less Starfinder modern day, is the legendary witch Baba Yaga.

I won’t spoil Reign of Winter here (other than that it involves Baba Yaga, which, doesn’t seem like a huge spoiler) but the legendary witch has a significant presence on Triaxus that dates back to before the Age of Lost Omens, and there is a non-zero chance to encounter her or her influence literally anywhere in existence. If I’m incorporating Baba into a campaign, I would start with small hints, and keep in mind that she plays the long game more often than not, as with the benefit of her immortality time is almost always on her side. She rarely sides with existing power structures and is unlikely to join forces with another evil power unless they are her minions, so treat her more as a spoiler, an outsider that tips the scales towards chaos in any situation so that she can accomplish her own inscrutable goals in the confusion. And that goal is just as likely to be petty and personal as it is to be epic in scope.

I’m not going to try and stat up Baba Yaga – she’s at least on level with an Eldest, can’t be destroyed by conventional means, and is able to grant power as a Patron to other witches, so an epic foe best reserved as a plot device rather than an encounter. No mention of the Great Crone would be complete, however, without incorporating her Dancing Hut. A reoccurring item/creature in TTRPG history (appearing in most editions of D&D, PF1, and many other systems) the Hut is an artifact, a demi-plane, and a creature all at the same time. In Starfinder parlance, the Dancing Hut is perhaps best translated as a Mech.

The Dancing Hut of Baba Yaga

Huge Skirmisher Construct (magical)

Operator 5 (one pilot inside and effectively 4 more from the Hut itself); PP 3

Init +8; Senses blindsense (life) 360 ft., blindsight (vibration, see through) 240 ft.; Perception +31

Aura frightful presence (340 ft., DC 22)

HP 300; SP 60; Hardness 8

EAC 31; KAC 33

Fort +17; Ref +17; Will +13

Defensive Abilities fast healing 10, immortal structure, unflankable; Immunities construct immunities, gaze attacks, visual effects and illusions, sight-based attacks; SR 28

Speed 80 ft.

Melee slam +29 (10d6+20 B, analog, penetrating, plus grab) or talons +29 (10d8+20 S, analog, trip)

Ranged chimney flamethrower +26 (10d10+15 F, ignite, blast or line)

Space 15ft.; Reach 20ft.

Offensive Abilities swallow whole

Spell-Like Abilities (CL 17th)

3/day—dimension door, plane shift, slip through space (6th level), teleport

At will—burning ash cloud (DC 26), dimensional anchor, greater song of the cosmos (DC 28)

Str +11; Dex +8; Con –; Int –; Wis +10; Cha +1

Skills Athletics +31, Mysticism +26

Other Abilities mindless, unliving

Power Core Living Cauldron (functions as a rating 4 Corpsegnawer Core); Auxiliary haste circuit, plow plating, systems jammer, thrusters

SPECIAL ABILITIES

Immortal Structure (Ex) Reducing the Dancing Hut to 0 hit points causes its legs to buckle, bringing the hut itself toppling to the ground. Such a defeat has no effect on the hut’s extradimensional interior or any creatures inside the hut. The hut remains immobile and unresponsive to its owner’s commands to move or use any of the special abilities described in its creature stat block for 24 hours, though the transportive abilities of the hut and its cauldron can still be employed. The hut cannot be reduced to fewer than 0 hit points, no matter what damage, circumstances, or environment it might be subjected to after its defeat. After 24 hours, the hut regains half its hit points (150 hp) and its fast healing ability reactivates. It may then use its special abilities to escape from nearly any situation in which it finds itself.

Swallow Whole (Ex) If the Dancing Hut successfully grapples a size large or smaller creature with its slam attack, the victim is scooped up by the hut’s front door and flung inside. The target appears within the demi-plane inside the hut. Being inside the hut is not necessarily dangerous, unless one of Baba Yaga’s guardians or some other creature is there. A swallowed creature can attempt to escape by breaking open the front door, a deceptively sturdy barrier with hardness 15 and 100 hit points that also benefits from the hut’s fast healing ability. The hut can expel swallowed creatures as two actions, flinging them from its open door. It must attempt a bull rush against creatures that don’t wish to leave, with failure meaning the target is able to hold on to the pitching and warping interior. The hut may choose which creatures it wishes to expel and which to keep inside.

The Dancing Hut appears as a rustic hut on two huge, fifteen-foot-tall chicken legs. Despite its comical appearance, its outer shell is a powerful construct capable of rapid movement and vicious attacks. On the inside, the hut is much larger than it looks from the outside, with an interior layout that changes depending on multiple variables. In addition to the near limitless size of the interior, it also contains portals to the Thrice-Tenth Kingdom and various other planes and locations, subject to change at any time.

The Hut’s movement can be controlled by manipulating a small brown egg in a dish on a table in the central room, while its ability to teleport throughout the multiverse is activated by tossing two “keys” into a bubbling cauldron. Each location to which the hut can travel is linked to two specific keys. For example, to teleport to Triaxus, one must toss some bone meal and a snowflake into the cauldron. Keys that have been used, stolen, or destroyed reappear in the hut one hour later.

The appearance of the Dancing Hut is momentous. Baba Yaga typically sets her artifact down in a woodland clearing, surrounding it with a fence made of magically animated bones and skulls. All animals within a five-mile radius flee from it immediately, as if a forest fire were behind them. From a great distance away, observers hear the crashing of thunder and great trees as storms brew and trees uproot and reroot themselves to make way for the Hut’s passage and then hide its path.

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Witchcraft tree house soccer on sunday

The tree house was adorned with symbols and objects related to witchcraft, creating an eerie and enchanting atmosphere. The friends believed that this mystic ambiance would add an extra element of excitement to their soccer matches. Every Sunday, the friends would gather at the tree house, bringing their soccer gear and a sense of adventure. They would enter the tree house with anticipation and excitement, ready to embark on a soccer game like no other. The rules of the game were modified, incorporating elements of witchcraft and magic. The traditional soccer ball was replaced with a magical orb, capable of unpredictable movements and supernatural powers. As the friends played soccer in the tree house, they felt a connection to the powers of the natural world. The wind would guide the ball, the trees would sway in rhythm with their movements, and spells would be whispered in the air. It was a truly surreal experience, a blend of athleticism and enchantment. The friends would laugh, shout, and cheer as they played, their spirits lifted by the magic surrounding them. The game would sometimes become competitive, but it was always rooted in friendship and fun. The Witchcraft Tree House Soccer on Sunday became a cherished tradition for these friends, a way to escape reality and immerse themselves in a world where anything was possible. As the sun set and the game came to an end, the friends would gather in the tree house, exhausted but content. They would share stories, dreams, and aspirations, ensuring that their bond grew stronger with each passing Sunday. The Witchcraft Tree House Soccer became more than just a game; it became a symbol of friendship, adventure, and the power of imagination. And so, every Sunday, as the sun would rise, illuminating the forest and casting its warm glow on the tree house, the friends would gather once again. They would enter the mystical realm of witchcraft and soccer, ready to create new memories and experiences in their enchanted sanctuary..

Reviews for "The Witchcraft Tree House: Harnessing the Power of Nature for Soccer"

1. Michelle - 1/5 stars - I was extremely disappointed with "Witchcraft tree house soccer on Sunday". The story was confusing and lacked a cohesive plot. The characters were underdeveloped and seemed to have little to no motivation for their actions. Additionally, the writing style was difficult to follow and did not engage me as a reader. I struggled to finish this book and ultimately felt like I wasted my time. I would not recommend it to others.
2. Jonathan - 2/5 stars - "Witchcraft tree house soccer on Sunday" had a promising concept, but it fell short in execution. The writing was choppy and the dialogue felt forced and unnatural. The pacing was off, with some scenes dragging on while others were rushed. I also found the magical elements in the story to be poorly explained, and they often felt like they were added as an afterthought. Overall, I was left feeling unsatisfied and frustrated with this book.
3. Sarah - 2/5 stars - I was initially intrigued by the title of "Witchcraft tree house soccer on Sunday", but unfortunately, it did not live up to my expectations. The story lacked depth and character development, making it hard for me to connect with the protagonists. The world-building was also lacking, leaving many questions unanswered. The writing style was mediocre at best, with too much exposition and not enough action. I found myself becoming bored with the story and had to force myself to finish it. Overall, I cannot say I enjoyed this book.

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