Friday, September 5, 2025
Friday Encounter: Star Metal
Friday, July 18, 2025
Friday Encounter: Drinking with Satyrs
Friday, April 4, 2025
Friday Encounter: The Leprechaun's Drinking Contest
Friday, October 4, 2024
Friday Encounter: Goblin Market
Goblin Market
This encounter can be used anywhere. It probably makes the most sense in the wilderness or in a dungeon, but it could even be used in a town, perhaps at the end of some forgotten alley or in a boarded-up building at the edge of the city limits. Whatever the case, the party should find themselves in the midst of a goblin market. The boundaries of reality are weak here, and the realm of Faerie has spilled over into the mortal plane, giving the PCs a rare opportunity to sample the wares of fairy merchants.
The market is lively and bustling, with fey creatures of all shapes and sizes muscling their way through crowds and buzzing through the air overhead, while others cry out boasting of their merchandise. If the PCs stop to examine the wares, the merchants will be delighted to see that mortals would be interested in what they have to sell - after all, it isn't often that they have the opportunity to interact with visitors from the mortal world.
However, the fairies insist that the PCs follow the rules of the goblin market, and one of those is that the merchant sets the price of each item - which must be paid and cannot be negotiated over. This might seem reasonable enough, until you realize that the fair folk have no use for gold and silver. The fairies trade in more peculiar things - and some bargains may be steep indeed...
Roll 1d6+1 to determine the number of items on sale, then roll on the table below, or choose some from the list that you think would be interesting. You can also substitute other magic items if you wish. For each item, roll on the Fairy Prices table to find what the vendor is asking for it.
Items for Sale (1d20)
1. A flute that can charm others. Any creature that hears its music must make a Charisma saving throw opposed by a Performance check from the creature playing it or will be forced to perform the next action they command.
2. A human soul in a bottle. Useful for bargaining with demons.
3. A wise fish that can speak the tongues of men and knows the answers to many questions. Also tastes good, incidentally. Breathes water just like a regular fish, and must be kept in it.
4. Leprechaun ale. Strong enough to get a mortal drunk from just one pint. Has a 25% chance of causing the drinker's skin to turn green for 1d4 days.
5. A pair of shoes that dance on their own. If worn, they can guide the wearer's movements.
6. A horseshoe that will allow the horse that wears it to walk on top of water. Made of tin, as the fey are allergic to iron, which also means it will wear out faster.
7. A bag that produces three gold coins every night. The coins will turn to lead after five days.
8. A candle that never goes out. Storing it without causing a fire will be difficult.
9. A bag of 1d10 seeds. If a creature consumes a seed, they must make a DC 12 Constitution save or fall asleep as though affected by a sleep spell.
10. A preserved eyeball in a jar. If attuned to, the user can see through whatever the eyeball sees, no matter the distance.
11. The skull of a long-dead king. It can still speak, but can't do much else. It complains about its situation incessantly.
12. The cloak of a skin-changer. When worn, it causes the wearer to transform into a (1d4: 1. wolf; 2. bear; 3. hawk; 4. seal). Once purchased, the skin-changer will know who and where the new owner is, and may not be happy.
13. A talking bird in a cage that claims to be a princess cursed into the form of a bird. 50% chance she's telling the truth.
14. A severed hand that responds to any of its master's orders (stats as a crawling claw).
15. A coinpurse that complains loudly if someone tries to steal it.
16. A hat that, when worn, will cause no one to recognize you, even your own party members.
17. A bomb that gives off a pungent odor when detonated, lingering for 1d6+1 hours.
18. The true name of a rival fairy. If one invokes the fairy's true name, that fairy will be forced to obey their commands.
19. A document proclaiming the owner to be a friend of the fair folk. Fey will not attack any creature who shows them this document, and they may be more inclined to assist them.
20. A key that can open a treasure vault in a fey castle somewhere.
Fairy Prices (1d20)
1. Your luck. If paid, you must reroll the next natural 20 you roll.
2. Your left eye. It has to be the left; the merchant won't explain why.
3. Your child, no older than one year. If you don't have a baby of your own, the fairies will accept someone else's.
4. Your strength. If paid, your Strength stat decreases by 2. This effect is permanent.
5. Your speed. If paid, your Dexterity stat decreases by 2. This effect is permanent.
6. Your health. If paid, your Constitution stat decreases by 2. This effect is permanent.
7. Your knowledge. If paid, your Intelligence stat decreases by 2. This effect is permanent.
8. Your wits. If paid, your Wisdom stat decreases by 2. This effect is permanent.
9. Your rhetoric. If paid, your Charisma stat decreases by 2. This effect is permanent.
10. Your youth. If paid, you age 1d10 years on the spot.
11. Your voice. If paid, you become mute. This effect is permanent.
12. A lock of your hair. This may be used to scry on you later.
13. Exactly half of all the money you own, which will vanish into thin air upon agreeing to the deal.
14. In return for the item, you must return to the Land of Faerie after a year and a day.
15. In return for the item, you will be afflicted with a hunched back. This effect is permanent.
16. The ability to swim.
17. The memory of one of your friends.
18. In return for the item, you will fall ill and be bedridden for the next week.
19. Your courage. You must make a DC 10 Wisdom save when facing any creature with Hit Dice greater than yours or be stricken with the effects of a fear spell. This effect is permanent.
20. In return for the item, you must undergo a quest to slay a suitably fearsome foe, and return to the merchant with proof of your deeds.
If the PCs have any outstanding debt to the fairies, the market will remain around as long as it takes them to pay the vendor in a timely fashion. Once the PCs leave the market, assuming they don't owe the fairies anything, attempting to return to it will reveal that the entire market has mysteriously disappeared.
Friday, July 19, 2024
Friday Encounter: Wishing Well
If a PC writes down their wish on a ribbon and hangs it from the tree, the next time they take a long rest, they will receive a vision of a beautiful woman bathed in light. This is the fey spirit who guards the well, and who works its magic. In a soft and soothing voice, she will describe the payment needed to grant the PC's wish.
Any number of wishes may be made in this fashion, and they will always be executed to the PC's desire, without being twisted or deliberately misinterpreted. However, the wish will not be granted unless an appropriate offering is brought to the well. This offering should fit the principles of equivalent exchange, approximating the metaphysical value of the wish. For instance, if one wishes for wealth or power, they must give up something worth the blessing, such as an eye. If one wishes for a magic item, they may be told they must obtain a rare object that proves their worthiness of using it, such as a dragon's scale. If a PC wishes to bring someone back from the dead, they will be told they must drown someone else in the well so their soul can take their place in the Land of the Dead. Use your judgment as a DM to come up with an appropriate sacrifice or challenge for the reward - and keep in mind that the fair folk find our notions of ethics and morality amusing at best.
You could think of this encounter as something of a quest dispenser for PCs to be able to initiate quests for the rewards they seek. I've heard of some DMs having players write "wish lists" of magic items they want to obtain over the course of a campaign. I find this idea utterly ridiculous - it takes away from the impact of obtaining such a reward if you knew in advance you were going to get it anyway. However, this way, if a player really is set on a particular item, you can make sure they have a way to get it - with an appropriate price they can decide whether or not is worth paying. Alternatively, it could be used as a way to give the PCs bonuses at a price. You may wish to mark the hex or point this encounter was obtained on, if using such mapping schemes, in case the players want to return to the well, or if whatever quest it sends them on would take them elsewhere.
Once whatever payment the spirit demanded is thrown into the well, the PC who made the wish will find that it is miraculously granted - any blessings they wished for are granted to them, items will appear in their possession suddenly, and any changes they wish to be made upon the world are enacted. If they climb into the well, there is no sign of the offering(s) anywhere. Alternatively, you might have the offerings stick around, but removing them from the well would condemn anyone to a curse...
Friday, December 22, 2023
Friday Encounter: How the Korred Stole Midwinter
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| Art by Boudicca |
The encounter is, of course, a homage to How the Grinch Stole Christmas. Keep in mind that familiarity with the story may make the optimal solution to the scenario too obvious - if you think this will be a problem, you may want to play down the Seuss references at your discretion.
Background
Midwinter is an important holiday across the land, with almost every community having their own traditions. During the harsh winter months, and the longest night of the year, such celebrations bolster morale and keep families together when everyone is holed up inside and the snow blankets the fields. But sometimes, these traditions hold more practical purposes. As one of the days where the boundaries between this world and realms beyond is weakened, Midwinter provides opportunities for magic to creep into everyday life - and not always for the better. To that end, some holiday rituals are practiced to repel otherworldly influence and protect people against its threats.
For the village of Werdorf, this is especially important. The village sits at the foot of the imposing Mount Fladenbrot, at the top of which dwells Geisel, a korred. This fey spirit would like nothing better than to terrorize the town and work mischief, but every Midwinter, the townspeople hold a great ceremony to keep him at bay for the next year. This has only come to harden Geisel's heart and make him desire revenge on the town below, but thanks to the spell, he is unable to enter the village, save for a short window of time toward the year's end before the next ceremony can be completed.
That is, until he got a terrible idea. If he was to disrupt the ceremony, he would be able to wreak havoc all he pleased. And when strangers come to town, he sees just the opportunity he needs...
The Encounter
Ideally, the party should arrive in Werdorf about two or three days prior to Midwinter. There, they will discover the townspeople hard at work decorating for the occasion, hanging greens and baubles from the doorways and rooftops and erecting a towering fir in the town square. Notably, the fence that surrounds the village is covered in iron horseshoes. If they ask around, they will be directed to Boris, the town headman, who can explain the story:
As long as everyone has known, Geisel the korred has dwelled in the caverns of Mount Fladenbrot, and his power waxes as the nights grow longer and the year grows to a close. Long ago, the greedy creature entered the town one Midwinter, where he stole all of its food and wealth, set the animals loose, and caused the crops to fail. Ever since, the townspeople hold a great feast on Midwinter, sacrificing a wether to the god Torvald to ensure the village stays warded against him for another year. The horseshoes on the fences are to turn away the fair folk so that Geisel doesn't interfere as the people prepare for the celebrations. No one knows why Geisel has such spite for the townspeople; perhaps his heart is simply too full of malice.
Boris will happily invite the PCs to participate in the ceremony, and directs them to the inn if they need a place to stay until the time comes. In the inn, they will run into Thurl, a deep-voiced local minstrel who can be found entertaining a crowd of children by performing a song cursing Geisel with many colorful insults. If the PCs are in need of healing, Boris can also point them toward Theo Zoice, the town doctor, who can mend their wounds.
If the PCs stay in Werdorf - ideally over the next day - they will hear the grinding of wheels against the road. Investigating the noise, they will find an old man in a shabby, patched cloak, hobbling along at the side of a donkey pulling a cart just outside the fence. The man claims to be an itinerant tinker, but one who has fallen upon hard times, and he barely has enough ore to sustain his craft. He points to one of the horseshoes along the fence and asks if he can have it to melt down (he will not touch it himself, insisting it be placed in his cart).
The "tinker" is, of course, Geisel in disguise, and the "donkey" is really his pet blink dog. The two are out looking to compromise the ward on the village so that he can slip in on the night of Midwinter's Eve and steal the food and decorations needed for the feast. If the PCs show suspicion, Geisel will firmly deny any knowledge of the story and implore them to have mercy on a poor man. He will thank them greatly for any aid they provide and continue down the road.
If Boris learns of the missing horseshoe, he will be aghast, fearing for the safety of his people (it has been generations since their traditions began, and he has never seen Geisel attack anyone, but he doesn't want to take his chances). If he sees that the PCs look armed or capable, he will implore they storm Mount Fladenbrot and deal with the korred before anyone comes to harm!
Further Developments
If the horseshoe was removed from the fence, Geisel and his blink dog will descend on the village at midnight on Midwinter's Eve, stealing the food for the feast and any garlands and ornaments from the town, even carrying away the tree in the town square. When the townspeople discover the theft the next day, Boris will demand the PCs take up arms against Geisel in retaliation - if the rituals won't work, the korred must be expelled by force!
Should the party attack Geisel's home with open hostility, he will harry them from the top of the mountain, throwing rocks at them and sending his blink dog to attack them as they ascend the slopes. If the PCs make it to the top of the mountain, he has two ropes woven from his hair that are placed by the entrance to his cave, and a third inside, and will command them to ensnare any intruders while he attacks them. If he is dispatched, the party can find a hoard of 3d10x10 GP's worth of gold and jewels, plus a hat of disguise, within his lair.
If, on the other hand, the party comes without weapons drawn, or if they showed him an act of generosity (for instance, offering money or resources of their own, rather than the horseshoe, when he met them in disguise), the korred will be more friendly. He will relate that he always felt left out of the town's Midwinter celebrations and just wanted to be a part of them - but, of course, the fair folk have very different ideas of celebration than humans, and the devastation he wreaked on the town was merely his way of getting in the holiday spirit. Ever since then, however, he grew bitter from how he was spurned by the townspeople and sought revenge.
If the PCs can convince Geisel to leave the village in peace and for Boris to let him in on Midwinter to share in the celebration, peace will be made between the korred and the people of Werdorf. He will join in the feast and even perform the sacrifice of the wether. At the end of the night, due to the spell, he will be forced to return to his mountain for the next year, but he wouldn't want to deny the people of their merriment, and looks forward to joining in again next year. Before he leaves, however, he will give out gifts for everyone in the town, including the PCs.
Each PC should receive a magic item suited to their character and class (use your judgment; you know your players better than I do). Furthermore, the party will have made an ally of Geisel, and he will be willing to lend his aid if called upon in the future.
Friday, November 10, 2023
Friday Encounter: The Fairy Feast
In the middle of nowhere, the PCs come upon some sort of relatively enclosed space - a cave, a room in a dungeon, or a cover of trees, for instance - in the shade of which is set a large banquet table laden with all sorts of fine foods, attended to by beautiful maidens and youths who are laughing and drinking merrily from jeweled cups. The smell of roasting meat, expertly seasoned with herbs and spices, and the sounds of laughter can be noticed from a distance leading up to the site of the banquet. Upon the arrival of the PCs, if none of them are obviously wearing or carrying weapons or armor made of iron, the banquet guests will invite them to join in the festivities - and, conveniently, there just so happens to be enough free space at the table to fit the entire party.
Many PCs may be wary of such an encounter, and not without reason. These revelers are of the fair folk, and the banquet is actually a pocket in which the realm of Faerie bleeds into reality. If any PCs sit at the banquet table, they may notice (DC 12 Perception check, made with Disadvantage if they have eaten, drank, or engaged in more than fleeting conversation while seated) that the area outside of the enclosure seems superficially different than it did before they sat down, but never in a way that couldn't potentially be explained as them overlooking certain details - for instance, there may be flowers sprouting from the branches of the trees, regardless of the season, or the cave walls may suddenly be covered in moss.
The fair folk are not liars, and they will answer truthfully any questions asked of them; although they will try to answer circuitously as much as they can get away with it to hide their true nature, they will not say anything that is not in some way a true statement. For instance, if asked if they have any intention of harming the party, they adamantly deny it and insist they only want to have a bit of fun. This is true, but the fairies have very different ideas of fun than mortals.
It is well known that mortals who eat the fairy food are subject to their magic, and this is no exception. If any PCs join in the feast, they will find the food, drink, and company to be among the best they've ever had, but the time is fleeting, and before they know it, the food has been eaten and the table is being cleared. The fairies thank any participating PCs for their company, and bid them their best wishes, but as soon as they leave the PCs' sight, they disappear without a trace; only the table, now bare of any plates, dishes, or cutlery, remains.
Furthermore, a random enchantment will be placed over any PCs who partook in the feast. Based on the results of some of these, you may wish to have the same effect apply to all participating PCs.
Fairy Food Enchantments (d20 or choose from the list):
1. Time passes differently in the fey realms, and what seemed like only a few moments to mortal eyes was years to the fairies. In that time, the affected PCs had many adventures that they have no memories of. They have all aged 1d10 years.
2. Any PCs that partook in the feast are transformed into woodland animals as soon as they return to the Mortal Realm. Roll 1d8 for all affected PCs: 1. rabbit; 2. deer; 3. squirrel; 4. boar; 5. bird; 6. hedgehog; 7. toad; 8. fox. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to change them back.
3. Any PC that partook in the feast has their head transformed into that of an ass as soon as they return to the Mortal Realm. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to change them back.
4. Leaving the table didn't return the affected PCs to the Mortal Realm at all. For each bite of food they consumed (roll 2d20), they are trapped for one day in the lands of Faerie. When the duration ends, they find themselves at the site of the table in the Mortal Realm at sunrise the next day.
5. For every PC who partook in the feast, a sprite has decided to tag along with the party to the Mortal Realm. The creature will sing loud songs (regardless of if it's safe to do so), pull pranks on its new "friends" when they aren't looking, hide their items in inconvenient places, and generally be a nuisance. If killed, the sprite will reappear perfectly healthy 1d12 hours later. An offering of food or clothing, or invoking the fairy's true name (which it will do anything in its power to not reveal) is needed to rid the party of their uninvited guest.
6. All food or other perishable items carried by the affected PCs has suddenly spoiled as soon as they return to the Mortal Realm.
7. Half of the treasure carried by the affected PCs, according to GP value rounded up, has suddenly vanished as soon as they return to the Mortal Realm. In its place, their coin purses contain seeds and pebbles.
8. The next time they take a long rest, each affected PC has a strange vision in which the fairies from the banquet appear to give them a quest. Until this quest is completed, they obtain the benefits of a short rest from any long rests they take.
9. Eating the fairy food signed over the affected PCs' souls, and the fairies have already promised them to Death for a hefty bargain. The next time any affected PC hits 0 HP, they have Disadvantage on all their death saves.
10. The affected PCs lose all their memories and don't remember who they or their companions are. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to restore their memories.
11. Nothing seems to be amiss when the PCs return to the Mortal Realm, but take any players whose characters took part in the feast aside and tell them that their characters have been trapped in the Lands of Faerie and replaced with changelings. They are not allowed to share this information with the rest of the party, but they should be encouraged to have their characters betray the rest of the party when an opportunity presents itself. A journey into the Fey Realm, or bargaining with the fair folk, is required to free the trapped PCs.
12. The affected PCs' weapons have been replaced with sticks and branches (count as improvised weapons). Weapons made of iron will not be tampered with.
13. The affected PCs are stricken by a plague of bad luck. They have Disadvantage on all rolls until their next long rest.
14. The affected PCs are incapable of lying as soon as they return to the Mortal Realm. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to lift this ailment.
15. Any footwear worn by the affected PCs has been switched around to sit on the wrong feet. Until this is fixed, they have Disadvantage on any rolls that require balance (such as crossing a rickety bridge) and must make a DC 9 Dexterity saving throw when moving in combat or fall prone.
16. The affected PCs experience a profound sense of longing for the Lands of Faerie as soon as they return to the Mortal Realm and will make any attempt to return. This effect wears off in 1d4 weeks.
17. Each PC that partook in the feast learn the languages of a different class of animals (roll 1d4: 1. birds; 2. mammals; 3. fish; 4. reptiles and amphibians) and can communicate with them at will. This effect is permanent.
18. Each of the affected PCs has befriended a fey spirit who will intervene on their behalf the next time they are threatened by the Fair Folk.
19. The affected PCs are granted good fortune. They have Advantage on all rolls until their next long rest.
20. The affected PCs have been granted the gift of prophecy. They can cast the divination spell without requiring a ritual once per day. This effect is permanent.
If the PCs refuse to join the feast, the fairies bid them on their way and wish them luck. The next time the party returns to this location, the table and all the revelers have vanished, with no sign they were ever there to begin with.
Monday, October 16, 2023
Lunar Lands Cosmology
In a previous post, I mentioned that in keeping with my reluctance to slavishly abide by "canon" D&D lore, I don't presume that the cosmology of my setting follows the Great Wheel model of Planescape. I don't have a problem with Planescape or the Great Wheel - god only knows it's produced some of the most beloved and evocative settings in the history of the game - but it doesn't really fit with the more folkloric feel my setting has evolved to take on. To that end, I might as well elaborate on the details.
Although the precise shape of the universe - and even if such a thing can even be defined - is a subject that has been of much debate among scholars, philosophers, and theologists, the most popular model envisions the cosmos as an incomprehensibly massive sphere, inside which float four other spheres, each of which is a plane of existence unto itself. A common depiction shows this sphere as being balanced on the head of a vast cosmic goat, which stands upon an infinite pillar of rock. No one can speak of laying eyes upon such a creature except in the wildest of visions, and there have been arguments that it must only be a metaphorical statement, or that this being - if it exists - can scarcely be called a goat at all.
The four inner spheres consist of:
- The Mortal Realm, where men, beasts, and other such creatures dwell and the laws of reality govern day-to-day life. This is the reality that the common people inhabit and concern themselves with, though they may know the vague outline of other planes from folklore and religion. It contains the planet on which the Lunar Lands sits as well as its three moons, as well as the stars, planets, and all other celestial bodies.
- The Land of the Dead is the final destination for the vast majority of mortal souls. When a living thing dies, its spirit is guided by Morthanos, the god of death, across the Black Gates, where it joins the rest of those who have died for the rest of eternity. The Land of the Dead resembles an endless expanse, with its own geographic features - it too has forests, hills, mountains, and seas, though the vegetation is grey and withered and all is shrouded in mist. However, the shades of the dead largely live out the same existences they did in life (albeit usually more decayed and without the need for food or water) and form their own communities and cities, recognizing Morthanos as their king.
- The Heavens are the domains of the gods, from where they rule and cast their designs upon the Mortal Realm, and their celestial servants. If perceived by mortals, the Heavens resemble an impossibly perfect mirror of the Mortal Realm - the sun is always shining, the fields are continually in bloom, and the robust landscape is dotted with the massive golden palaces where the gods make their abodes. However, the gods are not ones to share such pleasures freely, and of the three afterlives, this is the rarest and most difficult for mortals to obtain. Generally, it is only those who become saints who are granted the company of the gods, and they live beside and serve their masters, though not without luxuries that far surpass any conceivable by mortals.
- Hell is the domain of demons - enemies of the gods in an age-old conflict, attested to stem from when the demons took the secrets of magic the gods held to themselves and shared them with mortals. There is no distinction between demons and devils in the Lunar Lands. One cannot be sent to Hell merely through a sinful life, and the only mortals who find themselves here after dying are those whose souls are the property of demons, usually through deceitful deals. However, the folly of man and the lust for power means that there are more mortals in Hell than in the Heavens, though not as many as in the Land of the Dead. All manner of nightmarish scenes can be found in Hell, as demons have no care for the plight of mortal souls and enjoy tormenting them eternally - one may burn forever in a lake of fire, or be eternally devoured and excreted by a bloated bird-faced creature, or be chased around labyrinthene trap-laden corridors by a headless axe-wielding ogre clad in the still-screaming skins of the damned, only to be resurrected every time they die. Demons, too, are vastly diverse in their shape and demeanor, and they have their own hierarchy - and scheme against each other as much as mortals do, if not more, given their predisposition toward malice.











