Sprite vs nameless fighter |
Morale- 4; 16 if
companion
Number- 1d4 around
magic shrine
Correlate around
magic fountains and shrines; fairies are the most magical of the
lesser fae. They are highly prized among adventurers for their useful
quality of being forced to revive whoever has captured them, which
then sets them free. Upon lethal blow, restore 1d6 hit points and the
fairy flies away free. Fairies who are not captives can do this up to
3 times in one day, and do not automatically flee upon healing a
companion. Fairies enjoy living around Elves; who have ambient magic
and treat them with much more respect then humans.
It's
very easy to trap a fairy. Roll d20 + dexterity vs fairy AC to trap
it in your hand, a bottle, bag, or other simply storage item.
Releasing the fairy early gets you noting, unless you command it to
cast a spell on you. Fairies can cast 1d4 randomly assigned Cleric
spells of 1st
or 2nd
level, or can have some other useful effect, such as fixing equipment
or planting a magic toadstool.
[2] Pixie
(1 hit point, AC = 21, flight, annoying, cast hexes)
Morale- 13, flee
when one dies
Number- 2d6 Group,
3d10 Swarm
Appear as glowing
figures of youthful girls or boys dressed in leaves or gossemer.
Pixies move extremely fast and have mischievous personalities; they
may steal individual coins, unbuckle your belt or shoes, blow out
your torch, tie your hair into knots, or may even start a tiny fire
on your cloak. Pixies are almost impossible to strike, having AC 21,
meaning an average, untrained person could never hit one. If you DO
manage to strike a pixie in flight, it will instantly die and the
other pixies will flee in panic. Hexes can do a maximum of 1 damage.
Pixies live in
woodland and natural areas, and tend to enjoy playing with people.
Children are treated more gently, and may be led back home if they
are lost in the woods. Pixies will attempt to make adults lose a path
or trail however, and have been known to act as or cast ghost lights
to lead people far and deep into the woods. Trapping a pixie gets you
nothing but a pissed off Pixie. Pixies also are too wild and
disruptive to live in an Elf's hollow, but they often trespass to
make a nuisance of themselves.
[3] Brownies
(2 HD, +1 to hit & AC, 1d4 magic bite, stealthy, animal empathy)
Morale- 8; bite
once then run
Number- Usually 1;
Groups of 2d6 burrow together
Brownies appear as
little boys in full body animal costumes; they also appear as bipedal
animals to younger people or anyone with an Int or Wis modifier of -2
or lower. The race of the Brownie appears as the viewer's own race,
or sometimes as the most common race of the group that encounters
them. Brownies are skittish creatures that live in the woods and eat
nuts, seeds, insects, and scavenge and store food for the winter.
Brownies are
mostly solitary, but groups of them live together in a single home,
usually carved into a hillside or in a huge fallen tree, spending all
day sleeping, singing songs, and playing games instead of being
outside in the cold. Brownies love to help Elves and magicians they
find trustworthy. Brownies are very closely tied to the will and
health of the wild where they live, and are adept at finding things.
To an Elf craftsman; the first green tree of spring and a leaf from a
tree where a man was hanged are about as different as iron and copper
to a human smith; Brownies collect minor magical plants and other
materials in the woods like this and bring them to their friends.
[4] Knocker
(1 HD, +2 AC, 1d4 knobbly stick, invisible)
Morale- 10;
doesn't fight besides smacking your shins
Number- Usually 1
Knockers are
hobbled, stick-carrying spirits that look like really old elves, but
are almost always invisible. They carry around a stick which they
knock against windows, floor boards, and trees to create noise to
scare humans who encroach on them or disturb places they like.
Knockers are normally helpful spirits; and often a family will hear a
knocking on a specific floorboard until they check and find buried
treasure underneath. The Knockers also help dwarf and human miners by
knocking along rocks that have gems or hidden veins of ore within.
For this; mortal races often leave out sugary treats, especially
things one doesn't need to chew since Knockers are so old they lost
their teeth.
Knockers don't
fight, expect to smack the shins of people who swear nearby, or those
who are trying to actually find the reclusive fae. This damage is
nonlethal, but still causes injury and often limping. People with an
unexplained limp will often be accused of angering a knocker. The
Knocker's stick loses its invisibility if it is left alone for a
period of time; sometimes sticks propped up against trees or stones
in the wood are thought of as Knocker sticks that they forgot or put
aside while bathing. Beyond their usefulness in making magic wands;
most advise against taking them as this will bring the Knocker's
wrath upon you.
[5]
Sprite (3 HD, +1 to
hit, +3 AC, 1d6 magic blast, Flight, Casts Spells)
Morale- 13
Number- 1d4
Somewhat
similar to a fairy or pixie, but much more “grown up” and more
powerful. Sprites appear as small humanoids but can also grow to
human size. While in their small form they retain their HP but have
an AC of 20 like a Pixie and can cast spells in either form. Damaging
and healing spells in their small form only do a maximum of 1 damage;
Fireball
could roast a few rats but not people for example. Spells that do not
do direct damage or healing can be cast at full strength, simply
requiring multiple casts or the range of the spell is decreased
proportionally to the size of the Sprite.
Sprites are though
to be the handmaidens and servants of the royalty of the fae realms;
the True Fae. Sprites have more human and understandable motives and
sensibilities then other fairies do, but are easily bound by contract
and tradition. More then once has a young woman with partially royal
blood has had Sprite attendants aid her in taking a throne or simply
improving her life due to ancient treaties between the fairies and
the humans. Beyond casting spells; Sprites can also simply wave their
wand to produce a magic blast that deals 1d6 damage but cannot kill.
The final blow simply knocks the target out or transforms them into
something harmless for an exploration turn.
[6]
Shellycoat (2 HD, +1
AC, collects shells, drops shells instead of taking damage, goes with
fog)
Morale- 7
Number- 1 or 2
Shellycoats
are fae that only stalk along beaches and coasts during the foggy
days and nights. They appear as short, stunted figures wearing long
brown cloaks. Their face is hidden but if looked at closely they
appear very gremlin or goblin like. They are cowardly creatures and
do not like to fight; instead they only like to pick up sea shells.
They are so named for the fact that they collect dozens, if not
hundreds, of shells beneath their coats and for the great rattling
sounds they make as they walk. Whenever you hit a shelly coat, it may
drop a shell per point of damage to ignore that point of damage.
There is a 1 in 20 chance that a given shell dropped by one is of an
unusual color, somewhat rare or valuable, or an oyster with a pearl
still stuck inside.
Shellycoats also
seem to be able to disappear with the fog, and do not like to hang
around while the fog is receding, less they be cut off from easy
escape back to their fae home. While cowardly, they can speak and may
be enticed to trade with humans if the human offers them a shell that
is colorful, rare, or magical enough to spark their interest.
Shellcoats will trade you with one of the following for a special
shell;
Shellycoat Table - 1d6
[1]
The location of a sunken ship just off of shore. Contains pirate
gold.
[2]
Magical pearl. If worn on a necklace adds +1 to Charisma modifier,
but attracts thieves.
[3]
Shrimp potion. Turns you into a shrimp for 1d6 hours.
[4]
Slippery Shell. Can make the shell drop from you to avoid 1 point of
damage, like a Shellycoat.
[5]
Fog wand. Magic wand that can produce a cloud of fog big enough to
hide 3 people once per day.
[6]
Fairy Worrystone. Rubbing the stone in a fairy woad has 50% chance to
attract a fairy to you.
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