Showing posts with label Faerie. Show all posts
Showing posts with label Faerie. Show all posts

Friday, September 5, 2025

Friday Encounter: Star Metal

This encounter can be used anywhere outdoors, but probably has the most potential in a wilderness environment relatively close to civilization.

One way or another, the PCs should catch sight of a falling star, shortly before they hear the sound of a loud crash in the distance. If they investigate this site, they will find a large, smoking rock lying in the middle of a crater amidst flattened grass and toppled trees. A meteor has fallen here!

A DC 10 Nature check will determine that meteors often contain iron. A DC 10 Religion check will reveal that meteoric iron is considered a gift from the heavens in many cultures - and a DC 10 Arcana check will reveal that this iron, known as star metal or thunderbolt iron, is prized for having magical properties beyond that of earthly iron.

If the iron is mined from the meteor, there is about 60 pounds' worth of metal that can be obtained. Objects such as weapons and armor can be smithed from this metal, at a rate of one pound iron to one pound of the final product (for example, it could be used to make a single set of splint armor, 10 shields, 20 longswords, 60 daggers, etc.). Any weapons and armor made from the iron are treated as +1 items of that type; additionally, creatures wearing armor made of star metal have Advantage on all spell save DCs, as the iron is resistant to magical effects.

However, this equipment cannot be made without the use of a forge and a trained blacksmith. The party may need to transport the meteor to a forge if they wish to make use of its bounty. The meteor weighs 150 pounds in total and is cumbersome to carry; a bipedal creature carrying it may not use their hands for any other action while hauling the meteor. It can be carried on a cart or sled, but this may slow travel if it weighs the vehicle down. Getting the meteor to a blacksmith willing to work it may well be a quest in and of itself.

A character with proficiency in smith's tools can forge an item from the iron at a rate of one day of work per item, but they must have access to the proper tools as well as a forge and anvil in order to do so.

Keep in mind that things might not be easy even after taking the meteor to someone who knows how to work it. The blacksmith will likely demand compensation for such a task, and may even want to keep some of the iron for themselves, especially if they aren't familiar with the party and no reason to trust them. Furthermore, if word spreads about the star metal (such as if the PCs return to town to look for someone who can work it or help transport it, or if they show up in a settlement with the meteor in tow), they might attract the attention of thieves, or the feudal lord might lay claim to the iron if the meteor fell in his domain.

For that matter, the fair folk are repelled by iron, and they would have good reason to keep a source of it hidden so that it cannot be used against them. If the meteor is not collected in 1d4 days, a fey lord in the area will place a spell over it to make it invisible to mortal eyes, while fairies will try to waylay anyone who goes near the site - or accost them, if they must.

Friday, July 18, 2025

Friday Encounter: Drinking with Satyrs

This encounter could be used on the road, in the wilderness, or in a dungeon. If encountered outdoors, it works best at night. If the PCs come upon it weary after a day of traveling, they may be forced to weigh their options more.

The party should come across a campfire where three men are sitting around drinking heartily from wineskins, laughing and singing all the while. All of them are wearing hats and boots. As soon as they catch sight of the party, they introduce themselves as a group of merry wayfarers partaking in the joys of a life unburdened by oversight and authority, and invite the PCs to join them, citing that if they too choose to live life for themselves, they should be happy to celebrate likewise.

However, not all is as it seems. The three men are really satyrs in disguise, using their hats to cover their horns and boots to cover their hooves. Using Divine Sense or a similar ability will detect fey creatures at the campfire, and a successful DC 10 Perception check will note that they seem to be staggering around as though they aren't used to wearing shoes - though that could just from them being drunk. A result of 20 or more will also note that one of them seems to bleat like a goat when he laughs.

The three men do genuinely just want to enjoy living life on their own terms, and believe that all should follow their philosophy. They have no other ulterior motives besides inviting the PCs for a bit of fun, and they've disguised themselves as humans mainly because they thought it would be amusing. However, what they don't realize is that mortals aren't exactly equipped to handle the fey wine they drink.

If the PCs reject the satyrs' offer, their leader will be disappointed and attempt to persuade them to stay, but they will not force them or inconvenience them in any way if they don't comply. If they choose to join in, the satyrs will happily invite them to their campfire and pass them all wineskins. They will sing long into the night and rope the PCs into games - you could use the drinking contest mechanics I came up with for this previous encounter, or just roleplay everything. However, what's important is that the PCs should black out by the end of the night. No one can hope to outdrink a satyr, and the wine of the fair folk is a potent one indeed.

When the PCs come to, they should be in an unfamiliar location, with a pounding headache and no recollection of anything that happened for the rest of the night. The satyrs will not harm them in any way, as doing that would be a violation of hospitality, and all their belongings will be where they left them - they just know that something wild happened last night. The idea is to get the PCs lost in a creative way, and have them try to find their way back to where they were when they have no recollection of the route. You could also leave the PCs with clues to the sorts of insane antics they got into while drunk, which may provide hooks for future adventures (think The Hangover, or that one quest from Skyrim), but be advised that not all players enjoy having their characters do things outside of their control, so it's best to know your table for this part.

Friday, April 4, 2025

Friday Encounter: The Leprechaun's Drinking Contest

This encounter could work either in the wilderness or in a dungeon - really, anything far enough removed from civilization.

The PCs come across a little man with pointy ears, all dressed in green, seated on a rock with a large pot of gold beside him. He introduces himself as Fachanan, a leprechaun, and welcomes the PCs to his domain. If asked about the pot of gold, he will explain that, like all leprechauns, he watches over great riches and will not allow mortals to take them for themselves. If he is accosted, he attempts to dazzle the party with a hypnotic pattern spell before turning invisible and scurrying off; the pot of gold will also vanish.

However, he will offer to part with the gold as long as he is defeated in a fair competition - and he proposes a drinking contest, producing a large flagon of ale almost too big for him to have any right to carry. He will face each member of the party, one by one, and if any are left standing by the end of it, then the treasure is theirs.

Such a task might seem simple, but it is no easy task to outdrink a leprechaun. If a PC wishes to engage in Fachanan's contest, they must take turns drinking from the flagon with Fachanan, and whoever surrenders or passes out is eliminated from the competition. Make a note of the PC's Constitution score (the entire score, not the modifier). Every time they take a drink, they lose 1d8 points from their Constitution score until the next long rest. When their Constitution score drops by half, they take 2d8 damage from each drink and have Disadvantage on all attack rolls and skill checks. For the purposes of the contest, Fachanan's Constitution is 20, and he heals 1d4-1 points every round. If he manages to beat one of the PCs in the contest, his Constitution returns to its maximum value.

The flagon is bottomless and will not run out, and Fachanan will not allow anyone to interfere in the contest. If they do, he will accuse them of cheating and curses the entire party with ill fortune; they have Disadvantage on all rolls until the next long rest. He then disappears, taking the pot of gold with him.

If Fachanan is beaten in the contest, he will give the PCs his pot of gold. The pot contains a total of 6000 GP in gold and jewels, but it weighs 10 pounds and is cumbersome to carry, so getting it to a place where the treasure may be spent may be a challenge in and of itself. If all the PCs end up passing out, they may well awake to find they have gotten into all sorts of escapades while drunk on fey liquor...

Friday, October 4, 2024

Friday Encounter: Goblin Market

Dwiz over at Knight at the Opera has mentioned on more than one occasion the value of running a goblin market in RPG campaigns - a market staffed by the fair folk, where wondrous magical items can be bought for the prices only the fairies can trade in. As the enjoyer of obscure folklore I am, it should go without saying that I'm all for it. Many people find shopping for equipment in games tedious, and I'm inclined to agree - but when the items are unique and interesting and there's plenty of opportunity for roleplaying and problem-solving, even shopping can be made into an enjoyable experience. It's also one of the few times I find it acceptable to let PCs buy magic items. I've run goblin markets before, and I figured it was about time I documented my own spin on the concept.

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

This encounter may be used anywhere. It may be found in the wilderness, on the side of a road, at the center of a town, or in a dungeon. Ideally, the party should hear rumors of the wishing well before they come across it so that they know its properties and how to use it.

The party will come across a well or spring beside a large hawthorn tree, the branches of which are laden with many-colored ribbons and strips of paper (if this encounter is used in a dungeon, you could have them tied to rafters, pillars, or stalactites around the well instead). On the ribbons are inscriptions that all describe a wish, left there by previous travelers.

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

Art by Boudicca
This encounter is best suited for when the PCs are on the road, though it could be used if they happen to be in a small town close to a mountainous area for an extended period of time. If you are keeping track of in-game time, it should be used in the winter, preferrably in the days leading up to an important winter holiday (especially one that celebrates values of giving and generosity). In the Lunar Lands, this would be Midwinter, which takes place on the winter solstice, but feel free to adjust the details to fit your setting.

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

This encounter will suit any environment suitably isolated from civilization - a clearing in the woods, a cave in a mountainside, or even in a dungeon. It will perhaps have the most impact if used at a time the PCs are low on resources.

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.

Bound within the outer sphere, but outside of the inner spheres, are the lands of Faerie, the home of the fey folk. Though without the malice of the demons, the fey are capricious and free-wheeling beings who regard mortals with amusement if not indifference, and many are less willing to honor the service of mortals as the gods are - though they may still be bound by custom and taboo, such as respecting earnestly-given gifts. The lands of Faerie typically appear a vibrant, untamed wilderness, though there are cities and castles of the fey as well. These lands do not, however, have anything resembling a consistent geography, and locations and scenery are known to move around, disappear, and reappear to confound those unlucky enough to find themselves in this domain. Furthermore, time passes very differently than it does in the Mortal Realm, and one may enter the realm of Faerie for what seems like minutes only to find years have passed on the outside.

Because it is the substance in which the four realms sit, it is easiest to travel to Faerie from any other realm than it is to move between one inner sphere and another. However, every realm has points in which the fabric of reality is weaker, and beings can travel more easily from one plane of existence to another - these are your hellmouths, your fairy rings, your holy mountains, and your passages to the underworld. These places may be sought out for ritual purposes, as the proximity to realms beyond lends strength to magic - and brave souls may, for whatever reasons, wish to traverse the cosmos.

In addition to space, the strength of reality waxes and wanes with time. The inner spheres are thought to travel around the outer sphere on their own paths, much like the wandering stars (some attest this to the movement of the celestial goat), and there are certain times of the year where their orbits overlap, allowing for them to be contacted or traveled to more easily. The two points at which the boundaries of reality are at their weakest are Beltane and Samhain - the nights before the fifth and eleventh new moons - but there are other times when some realms can be accessed more easily than others, or when certain points in space are "softer" than others. An aspiring magician would be wise to keep a calendar handy.

As for what's outside the outer sphere? That is anyone's guess...