For OSR Adventures
[1] 3d6
Holes in the snow, each filled with blood. It's warm and fresh. The
source of the blood is unknown. If desperate, the party could drink
the blood to get some liquid and/or warm up a little.
[2] Icy
winds blow down upon the party. Make an exposure/cold damage roll.
(If you are already giving them out regularly, make this TWO rolls).
The
wind is magic and can be sensed early with a detect magic; enough
time to take cover. It's coming from [8].
If your party has agreed to a mission, the wind will pass them by
without harm.
[3] 1d6
Ice Arrows lay in a shallow depression in the ground. These arrows
can melt but deal bonus cold damage. Also counts as magic weapons.
Fae in the area will gladly give you a favor or trade you 1 GP per
arrow.
[4] Crying
child in the woods. Is not fully human, but not fully fae either. The
child claims to be cold and very hungry, but in truth the cold
doesn't bother the child at all. If taken on as a follower or raised
to adulthood; has a complete immunity to cold damage.
[5] Dead
bear in the woods with 1d4 Ice arrows embedded in it. Clever players
will realize that the bear must have been dead before being shot with
the arrows; else they would have melted from its hot blood. 50%
chance the pelt is in good enough condition to use or sell, else the
bear has been torn to shreds by dogs, blades, arrow wounds, and other
indescribable injuries.
[6] Small
cottage up in the woods. Light comes out from the window and a small
smokestack from the chimney. Looks warm and inviting. Truthfully it
is a mirage, dreamed up by a mean old forest fae. Instead the
illusion is;
- Random monster, roll on monster table
- Burnt out old inn. 4 Heavy cloaks.
- Old witch cottage. Random potion.
- Icy crevice- If you fail the first save you need help to get out or special abilities. If you fail again you die.
[7] The
party encounters a rival adventuring party (roll on table) in a snowy
field. There is a 25% chance they are hostile. If you have already
sworn a quest to one of the fairy queens, then instead there is a 50%
chance they are hostile and working for the other queen.
[8] The
Fairy Queen of the Chilling Winds. She is in a war with her sister,
the Fairy Queen of the Frozen Waters. She believes that wind is truly
what creates cold, and will one day cover the world in apocalyptic
freezing wind storms and blizzards.
The
Queen will accept any visitors and is polite, but demands that all
fire and heat producing objects be given to her guards for
protection. Additionally, she will also take away any magic weapons
or ice arrows she sees. These will be returned to the party when they
leave only if they've agreed to at least one Fae Quest.
The
party can agree to any number of fae quests, and is given rewards
based on agreeing, not upon completion. Fairies believe in a promise
more then the deed being done. If the quest is failed or no attempt
is made at it then the fairy queen will probably send spies,
assassins, and foul magics across the world to kill any offending
party members and the rest of the party.
[9] Several
snares and bear traps dot a small area, and will require careful
watch to notice. If the party stays here more then 30 minutes
(searching/making their way through the traps) or make too much noise
in the trapped area, they will attract the attention of 1d6 Trappers.
Trappers
(1HD,
AC 11, bows d6, when they run 50% chance to run faster then a human)
The trappers are tall humanoids which, at first glance, have fluffy
deer-coats and wear antlers on their heads. Closer examination
reveals they are actually bipedal deer with human-like faces. They
trap things and kill them with their bows.
There will be 1d4 Ice Arrows among them as a special weapon against
magic or fae enemies they trap. They don't communicate in common or
deer.
[10]
Frozen
Lake. Skirting around the edges has no issue, however going too close
to the center may cause the ice to crack or break, sliding the party
to their doom in the freezing cold water. If more then 6 people are
walking across the thin ice, or if at least 3 are wearing heavy gear,
then the ice will probably break, requiring reaction rolls to avoid
falling in and getting hypothermia.
The fairy lands here mean that myth and language have started to seep
into reality and the rules of nature. Any character with a name
including 'fire' or 'flame', or one that is known for using flaming
weapons or having an obsession with fire gets a +1 to saves involving
Hypothermia from this lake.
At the bottom of the lake is the The Fairy Queen of the Frozen Waters. She is in a war with her sister, the Fairy Queen of the Chilling Winds. She believes that water is truly what creates cold, and will one day cover the world in a flood of frozen water and ice.
At the bottom of the lake is the The Fairy Queen of the Frozen Waters. She is in a war with her sister, the Fairy Queen of the Chilling Winds. She believes that water is truly what creates cold, and will one day cover the world in a flood of frozen water and ice.
Like
her sister, she accepts visitors and is polite, giving out blessings
for accepting fae quests. Unlike her sister however she has a bit
more macabre of a personality. She will offer 8 Ice Arrows for the
child at [4].
Additionally; any party member that has drowned anyone on purpose or
accidentally will be doted upon and flirted with for seemingly no
reason.
[11]
Small
felled tree with a woodsman's axe still stuck in it. Nearby the
felled tree are six wooden logs stacked in a small pyramid, ready to
be carried and used as firewood. They are found on a small elevated
patch of dirt beneath a tree, and are dry to the touch.
When used, these logs actually reduce the size and warmth of fires
and slowly put them out. Each log is actually a block of ice hidden
by fairy magic. Unless special track is kept of firewood, the party
will need to dispose of all their firewood before finding new stuff
that will burn reliably, due to the logs being enchanted to appear as
normal wood. The axe is utterly normal and of decent quality, it
could be used as a weapon or for sale.
[12]
Fairy
Merchant. Bright blue-skinned man, flying on tiny pixie wings. Drags
along a dog-sled with no dogs, he drags it himself. The sled contains
a large variety of useful goods for survival, as well as magical
items.
The
fae merchant trades in only two currencies; Ice Arrows and
Thoughtstuff. He doesn't buy anything else or use anything else for
trade; each Ice Arrow is equal to 1 unit for Thoughtstuff. He also
offers to tell you about fae illusions in the woods for the low price
of 1 Ice Arrow or Thoughtform. If this information is purchased he
will warn the party about [6],
[11],
and [13].
As for items, he will sell anything the party would want for 1 Ice
Arrow, and anything they need for 2. Anything that would save the
life of yourself, a party member, or would end a curse costs 3.
Thoughtforms are memories and personality traits taken from party
members by the fairies in exchange for trade. They should always be
moderately, but not severely important. He will always give an offer
to buy one thoughtform from each party member, giving new ones to
each that accepts to sell the first, but doesn't give a new offer
unless the first is accepted. These memories include things like
prophetic dreams, faces of loved ones, old songs, dances of their
people, trade skills, even positive personality traits like
confidence, quick wits, or libido can be drained. (at the cost of
relevant mental attribute. Otherwise just decrease character's save
vs death by -2 permanently, or take a reasonable amount of experience
as drain)
[13]
The
party see the silhouettes of a rival adventuring party go over a
nearby hill, covered in snow. Racing after them will result in them
always being a hill ahead or so, but never too far ahead to
follow.
These figures are actually illusions and leave no tracks. Additionally if the party is on a fairy quest they may see something relevant to their quest objective instead, always just out of reach.
These figures are actually illusions and leave no tracks. Additionally if the party is on a fairy quest they may see something relevant to their quest objective instead, always just out of reach.
[14] You've
found a rare sight, a nursing mother wolf. She is in a very shallow
cave depression; nursing her pups. Each pup is snow white, except for
a single black furred runt. The mother will bite and howl for help if
you try to hurt her or take any of the cubs except for the black one,
which she ignores utterly.
If the
black cub survives, it will be a runty (coyote or dog sized) black
wolf with uncanny intelligence and human understanding. It will be
loyal to anyone who feeds it milk and trains it, but is extremely
aggressive towards other dogs.
If the
mother wolf howls or she is killed, the party will, within a day, be
attacked by a pack of 2d6 white wolves. (stats as wolves, but
camouflaged).
[15] Small
tree among the frozen woods. The tree has several large, walnut like
seeds still clinging to its branches. The seeds can be shaken out
from the tree or gathered by hitting them with a thrown object.
Each seed can either be buried in the dirt or snow, even the frozen earth, and will instantly sprout a single green leaf from the ground. If broken open instead, the seed will contain a single tiny flower bud, randomly.
- Tulip
- Rose
- Sunflower (tiny)
- Cherry Blossom
- Lotus
- Orchid
Inside
the trunk of the tree is a small hollow where an owl may nest.
Instead inside is the diminutive form of a Spring Fairy, curled up in
a ball and long since frozen to death. The poor thing is wearing a
faded floral-pattern dress and has a crown of rotted flowers on its
head. Anyone who buries this fairy will receive a free saving throw
for the next natural
poison or disease they are inflicted with.
[16] An
Igloo in the middle of a field. The inside of the igloo can be used
as a safe spot to rest from monsters or the weather. If the night is
spent inside, outside the igloo will be one random encounter waiting
for the party.
[17]
The battle pit. Seemingly random dug pit in the deep snow and mud,
the bottom of which has been scraped so much dirt (and copious
amounts of blood and gore) are visible. Nearby the pit are several
humans and animal remains, more of which are inside. Inside the pit
is also fully of moderate though cold and usually damaged equipment.
Roll two random encounters and somehow combine them into one force to
send at the party here. If it is impossible, or they work for two
separate fae queens, just have one immediately attack after another,
the second one waiting for the first attack to finish or fail as to
mob up the weakened survivors.
The
battle starts as soon as a party members climbs down into the pit or
starts to search for treasure in the remainds. Beyond what they find
on the wandering encounter, there is also a large amount of gear in
the pit that is still usable or salvageable. Roll 1d12 per party
member; this gear will either already be in the pit or newly acquired
from the random encounters.
- Materials for a bone spear or hatchet
- Tiny box; dry war-paint, random color.
- Leather flask; 50% chance for it to be filled with water or beer. Name Jur stitched in.
- Five copper piercings.
- Head of a flail with attached chain, broken, 10 feet away from the handle.
- Tiny glass vial, miraculously unbroken. Contains Vapors of Warrior spirit; grants +1 AC and To-Hit for one battle.
- Wooden shield, half stuck in ground.
- Ruined war banner. Actually enchanted; if renovated it will grant +1 to morale checks to the party if painted their colors.
- Mummified bird with a long cord tied around its neck as if to be worn as a penance or strange fashion statement.
- Curious Left-Gauntlet of a suit of plate, painted red.
- Almost exact duplicate of one of the party member's weapons, except it is inferior in every way. Even mimics enchantments, but they are never strong enough to be useful.
- Collar of a war dog, diamond studded.
[18] Multiple
Fae Snow-Diggers. Strongly built and squat humanoids with pale faces
barely visible through thick coats and furskins. The diggers claim
they are digging snow off a road needed for business and trade, but
they have started in some random pit in the middle of nowhere, and
they seem to be slaking something fierce.
Each
digger also has an obsession with killing people and burying them, or
burying them alive. They use great bladed shovels to do this, and
will wait until the party's back is turned to try and hit
them with a shovel.
Snow-Diggers
(1HD,
AC 10, To hit +1 but damage -1. Can throw snow to blind enemies) Same
number appearing as the party.
The snow diggers are not very powerful, but without a blessing from
the fae queens the snow diggers will keep digging themselves up from
the grave to fight the party again and again.
[19]
Small cottage in the woods
lived in by a small family of totally normal humans. They are
terrified of any and all visitors and will treat them very well,
almost unreasonably so, because they believe them to be Fae in
disguise. If the party proves they are not fae the family won't treat
them as well but will trust them much more, up to and including
giving them a magic ice-sword stowed away in the ice under the house.
The ice-sword acts as an ice arrow and counts as 5 ice arrows for
trading with fae. Any fae that see you with it however will be
suspicious or hostile if you refuse to give it to them or trade it to
them as it is a powerful fae-killing weapon. It adds the user's
Charisma modifier bonus to the weapon's damage vs Fae creatures. But
it can melt like ice.
[20]
Short fat imp-like man with
icicle horns. He is a minor frost Fae who needs to be colder to
achieve his next form. If you help him he'll give you a golden ring
that improves one stat of your choice by +2. If you kill him you'll
get the ring but it curses the user as well giving -1 to every other
stat. The stat can be changed by clicking the ring, but the cursed
ring can't be taken off.
Random
Encounters
Roll d6
(1)
Witch Hunters, 1d4+1 appearing.
The group will attack the party if they under any fae quests, appear
to have magic items or magic users with them. Each Witch Hunter also
carries a Craft Tablet; a small clay tablet with prayers and wishes
from back home which grants +1 to saving throws vs spells and +1 AC
against Fae. The party can use these but they only work one per
person and have a ¼ chance to break during the fight. (Chance goes
to ½ if party members hit the Witch Hunter with a heavy blunt
weapons).
Witch
Hunter (2HD, 12 AC, inscribed
axes d6, 1 craft tablet each). Leader has d8 hammer and scroll that
turns Fae like Turn Undead.
(2)
1d6
Gnolls. 50% for the Gnolls to be starving and ghoulishly thin and
cold, or the Gnolls have white fur and have been touched by the Fae
here.
The Gnolls are superstitious and can be scared off by herding them towards any of the illusions at [6], [11], and [13]. They can smell it and will yip and run away.
(3) Starving, naked madman cannibal. Stalks the party and prefers to steal clothing or food then fight, but if cornered he will fight back as a 3rd Level Fighter and Magic User. He uses debilitating or cursing spells and has 1d20 HP.
(4)
False
People. Made of snow and ice, these beings don't bleed or feel pain,
but their bodies are easily hacked apart by even basic weapons. They
are only armed with rocks and sticks, and fight to draw blood. They
drink any blood they find, then run off to 'digest' it so they can
become living.
False People (Only has 1 Health each, 3d6 appearing, AC 10, basic d4 attacks. take double damage from flame and fire.)
If they find blood from another dead corpse or from [1], they will drink that instead and become amnesiacs, cruelly most will probably die from exposure shortly after becoming alive anyway.
(5) Spring Court Fairies. On the Wild Hunt- 1d6+1 Appearing. At least one of the appearing ones will be a Spring Shaman.
Spring
Court Fae (2HD,
12 AC, 1d6 magic wooden weapons, weak to ice arrows but they melt
after dealing damage).Spring
Shaman (2HD+1,
14 AC bark armor, 1d8 magic spear. Can cast entangling
roots instaed
of attacking during the turn.)
The Spring Fairies are extremely easy to sneak up on and its very unlikely they can sneak up on anyway. This is because their steps melt ice and snow and cause flowers and grass to bloom up around them. Any tree they touch will also sprout a few leaves and dead bodies they touch or the people they kill sprout into fungal bloom.
The Spring Fairies are extremely easy to sneak up on and its very unlikely they can sneak up on anyway. This is because their steps melt ice and snow and cause flowers and grass to bloom up around them. Any tree they touch will also sprout a few leaves and dead bodies they touch or the people they kill sprout into fungal bloom.
(6)
Winter
Court Fairies. They use freezing cold weapons that deal 1 cold damage
automatically to anyone they attack, even if blocked by AC. If the
party has sworn to one of the Fairy Queens, 50% chance these fairies
won't be hostile and be on the same side.
1D8 Fairies appear, typically out of snow itself.Winter Court Fae (2HD, 11 AC, 1d6 frozen weapons, can weakened if heated up (such as with warm water or blankets.)
1D8 Fairies appear, typically out of snow itself.Winter Court Fae (2HD, 11 AC, 1d6 frozen weapons, can weakened if heated up (such as with warm water or blankets.)
Rival Adventuring Parties
Roll 1d4
(1)
Mimi's
Misanthropes. Group of strange weirdos from other lands and places.
Try to put on the image of them getting along well despite all odds
but actually fight constantly.Mimi (Magic
User) Long tailed naga with orange colored scales. She's nearly
comatose in this cold place, and her party are getting tired of her
uselessness. Using most of her magic to warm herself up, but has a
spell that lets he constrict someone from a distance by using a body
double.Ghoul-Eater (Fighter)
Gnoll with wicked teeth. Takes pleasure in eating undead creatures,
as if to 'show them what it is like'. His bite is bacterial and
counts as save vs poison or contract major disease.
Vaulter (Thief)
Young goblin obsessed with catapults, trebuchets, and other war
machines that launch things far distances. Also obsessed with
launching himself in one to go over walls and into high-tower windows
to steal shit, but is just barely smart enough to know better.Fordk
of Hob (Cleric)
Mean old hobgolin that worships hobgoblins Gods. Sort of wants to
betray his party and enslave them to hobgoblins, but needs to find a
group first. Bullies Vaulter constantly.Gabbosh
(Fighter)
Large mountain man covered in animal pelts. Fights with bows and axe.
He appears very pale and doesn't breathe, claims to be an intelligent
undead. Isn't actually; his true mind is coming from the wolf pelt he
wears over his head; if destroyed the body falls limp instantly.
(2) Group lost in the North due to a fairy curse. They need to kill one of the fairy queens in order to escape, 50% chance for it to the be the one the player's allied with or the one they did not. Will trade high amounts of gold and goods for ice arrows and the Icy sword, but not more then they'd need to survive. They aren't stupid.
(2) Group lost in the North due to a fairy curse. They need to kill one of the fairy queens in order to escape, 50% chance for it to the be the one the player's allied with or the one they did not. Will trade high amounts of gold and goods for ice arrows and the Icy sword, but not more then they'd need to survive. They aren't stupid.
Xerxes (Elf)
Extremely burly and strong. His connection with nature and magic
means he could probably escape without his party, but he feels
responsible for them. Carries a heavy box filled with jewlery from
defeated foes. Will spare anyone he beats if they have a piercing or
jewelry, will take the jewelry instead.Ula
(Magic
User) Female magic user who has created a new level 1 spell out here.
The spell fires a snowball from the Wizard's hand with speed and
accuracy, but deals little damage unless the snowball has a rock in
it. Deals sling damage.
Fin the Longbow
(Thief)
Folk hero of middling fame around these areas, his legend is fading
due to him being trapped up here. Skilled with a bow and crossbow,
but knows several trick shots including one that makes it appear as
though his arrows are coming from a different direction then they
actually are.
Young Deltus (Thief)
Young dishonored military solider. Still uses his old equipment, but
is better at stealing then fighting. Still pretty good at fighting.
14+ strength and con, +2 to hit.
(3)
The
Red Armor Crew. Each holds a piece of red plate armor, colored by
some kind of strange lacquer. They have split up the armor among
themselves because of none of them fully trust the others with the
whole set.
Galgos (Fighter)
Leader, wears the breastplate of the armor and has +3 AC. Knows the
most about the armor and how to use it, but loyal to his crew.
Lory (Fighter)
Wields the helmet of the armor granting +2 AC, but it is somewhat
hampering his vision, so he has -1 to hit.
Westson
(Fighter)
Has the right gauntlet of the armor and pauldrons. Uses a fast and
aggressive duelist style, +1 AC and to hit. Will always accept a 1 on
1 duel, even if stupid.
Gribbles
(Magic
User) Crazy old witch with a lot of animated equipment. She wears the
leggings and greeves of the armor, but they hang off her loosely as
she levitates anyway. She releases a small army of enchanted
knick-knacks that are animated and attack whoever she wishes.
The
left Gauntlet is missing, it is currently stuck in the Battle Pit
[17].
They don't remember dropping it there, but they did remember fighting
there. They will trade or attack to get it back.
The completed set of Armor is called the Red Cloud. Anyone who wears
the whole thing can march into the dreams of anyone sleeping nearby
and can fight them in their dream, or potentially use their dream to
travel to another person's dream. If you kill someone in their dream,
you'll wake up in their place. If they kill you they will remain
where they would but wake up in the armor with you missing forever.
People are much stronger in their dreams then in real life, capable
of super human feats and magic powers even if they are not Magic
Users normally. The armored person is still bound by their normal
abilities.
(4)
Changelings.
This entire party has been replaced by changelings, who avoid having
any personality as to 'blend in better'. If any of them are revealed
to be changelings by the players, they will all laugh and say 'thank
goodness, I thought I was the only one!” and then attack.
They have 1d4 Fighters, 1 Thief and 1 Magic User.
They have 1d4 Fighters, 1 Thief and 1 Magic User.
Fairy Queen Quests
Both fairy queens will give you these quests, but never the same one twice. You can sneak around their palaces, but you may encounter traps.
Roll 1d6
Roll 1d6
(1)
Dig
2d6 holes in the snow and fill them each with the blood of different
creatures.
(2) Kill all of Mimi's Misanthropes and bury them in individual graves with tombstones and say the vows over their corpses; give them the death of the civilized.
(2) Kill all of Mimi's Misanthropes and bury them in individual graves with tombstones and say the vows over their corpses; give them the death of the civilized.
(3)
Strategic
Strike against the enemy Queen. Take the opposite queen; if Queen of
the Frozen Waters you must break the ice on the lake at [10],
if it is the Queen of the Chilling Winds you must capture some of the
Blizzard at [2] in
a bottle. When captured, the blizzard will stop.
(4) Cut down and burn the tree at [15]. Doing this quest will probably anger a party of Spring Fae as per Random Encounter (5). Additionally, for the next year and a day your party smells evil to any nature-based Clerics and/or Druids.
(5) Drive away the family at (19). The Queen does not specify if you must or must not kill them, just simply make them leave the area.
(6) Not a quest- instead trade with me a major memory for the blessing. This will either be a random important memory from one character, a memory such that it defines their personality, or a large chunk of their training and experience since adventuring. This counts as -2 levels of level drain, but can be shared among 2 party members.
Fairy Queen Blessings- Go in order of number of quests accepted.
[1]
Blessing-
+1 to all saves vs cold weather and you can permanently kill Snow
Diggers.
[2]
You
receive a Fae Arrow. Never misses its target, but deals no damage vs
Fae.
[3]
Fae
Title. Can be traded verbally. Worth 500gp
[4]
You
are given a 3inch tall, fairy servant, who follows you for a year and
a day. Casts illusions.
[5]
You
are gifted a Fairy Steed.
[6]
Gifted
a magical wish. Counts as a Wish
spell,
but the Wisher slowly transforms into a cruel Fae over the next few
years, shifting to Chaotic. Has all the weaknesses and signs of being
Fae.
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