Showing posts with label fairies. Show all posts
Showing posts with label fairies. Show all posts

Tuesday, March 23, 2021

Fairy Tale (d8) Generator


Once upon a time, there was...
[1] A very brave young boy
[2] A baby born with unnatural strength
[3] A very kind young girl
[4] A very wise old man
[5] A very beautiful woman
[6] A very noble king
[7] A very lonely spirit
[8] A very good dog

And they were happy, except...
[1] They had very mean parents/family members.
[2] They were eaten alive by a giant monster.
[3] They fell into a den of lions/bears/velociraptors.
[4] They were sick or got stuck somewhere on a very important day.
[5] They were cursed through no fault of their own.
[6] They saw people suffering and nobody seemed to care.
[7] They knew something important, but nobody would believe them.
[8] They were hurt and couldn't walk/talk/see.

So they had to...
[1] Seek help from somebody very far away.
[2] Pull themselves up and work very hard.
[3] Cry and pray for help.
[4] Use something precious/magical they wanted to use on something else.
[5] Do something they really didn't want to do.
[6] Make a friend out of someone they didn't like before.
[7] Be very patient and think very hard.
[8] Fall back on what they knew best.

And then...
[1] There was a fairy who took pity on them, and solved their problems with her magic.
[2] They found just the right thing to get them out of their situation.
[3] Word spread about what they did, and everyone liked them now.
[4] Fate rewarded their good deeds three times over.
[5] A mighty king was impressed and made them very rich/very important/sent them home.
[6] They became even more brave/strong/kind/wise/beautiful/noble/good then before.
[7] Through some coincidence, they scared all the bad/silly/misunderstanding people away.
[8] They found everything went right back to normal.

And finally...
[1-7] They lived happily ever after.
[8] They killed all the bad/silly/misunderstanding people in extremely violent and gory ways.

Saturday, April 4, 2020

[Class] Dust Addict

Pixie dust is a well known magical commodity. Its primary use is for flight, and occasionally as an additive to creating magic items such as Glint. Everyone knows that a pinch of Pixie Dust over your head lets you fly if you think happy thoughts; but there are other methods to use it. Pixie Dust can be snorted, injected, or eaten which has different rates of absorption and slightly different uses. Pixie Dust grants flight, but also grants better memory and imagination while under its effects- making it easier to create and imagine happy thoughts. Daydreams can nearly feel real while under the effect of Pixie Dust. This, along with its effects to lighten weight and grant a feeling of floatiness, means that sometimes people become habitual abusers of the stuff.

Pixie Dust grants flight for up to 3 combat rounds for a sprinkle, and requires a constant stream of happy thoughts- the character cannot be suffering form depression or mind control that would interfere with the creation of happy thoughts. Pixie dust is found as a natural by-product left behind by fairies, who can be bottled and shaken to find more of it. Pixie Dust is also known to accumulate in houses in the realms of the fae- their tabledust is our pixie dust, but gathering it is as dangerous as you could imagine. Those realms are not kind to normal people.

Pixie Dust costs 150c for a cut, low quality dose and 400c for a high quality pure dose.

Dust Addict
HD- d6
Maximum AC- 14 / Minimum Starting Hit-Points- 2

You are an addict. You are addicted to Pixie-Dust and all of its forms. Pixie Dust you imbibe can be cut with other forms of dust; usually salt or bone powder, up to 50% of its volume. This reduces its effects by the same percentage. You must use up at least one unit of Pixie Dust every three days, or else you will start to gain withdrawal symptoms. Withdrawal from Pixie Dust causes temporary obesity, slowness, depression (cured instantly with application of new dust), and bumbling rhyming speech similar to becoming a fairy-troll. You start with 2d6+2 sprinkles of Pixie-Dust.

As an addict, you are more aware of the effects of the dust on your body, and how to best use them. You can snort or inject the dust which grants double the rounds of combat use- but instead of true flight it grants a type of weightlessness that lets you run up and down walls, jump far distances as though nearly weightless, attack from impossible angles, do flying bicycle kicks, etc.

You are criminal. You can pick locks equal to a thief of one level lower then yourself. At 6th level, you gain the ability to sprinkle some of your precious dust on a lock to have it unhook and just fly away. You also gain +1 to stealth and sneak attacks at 4th and 8th level.

Your time in the air has granted you some nimbleness not normal for non-flying beings. You get +1 to hit and AC while in flight, which increases to +2 at 3rd level and +3 at 9th level.

At 10th level, you become a Pixie Pusher and are so effected by the drug your body starts to accommodate to it. You need a dose of dust every day now, but you can simulate the effects of pixie dust once per day; either a single round or flight or two rounds of near-weightlessness simply from how much of the stuff has infested your body. You also come into possession of three bottled fairies; bottled fairies can be shook to collect a dose of dust per day for sale or future use, or they can be let out to heal a mortal injuries and revive the nearly dead, OR they may grant wishes, but try to twist them against you if their imprisonment was especially cruel.

Saturday, January 19, 2019

8 Fairy Ice-Queen Traps

[1] Snowflake Shurikens. Classic. Deals 3d4 damage, save to only take 1d4. Each one is unique, and are flung across the hallway as thought they were freshly formed.

[2] While walking across an icy floor; one random character must make a saving throw. On a fail, the floor breaks open, they fall in, and then the floor refreezes itself- This is the wrath of the fairy Queen of Frozen Waters. This nightmarish trap freezes the unlucky soul under the ice. It is possible to break the ice by using a powerful heat spell or with pickaxes and hammers, but you have to go fast before the parrty member drowns.

If you're breaking into the palace of the Queen of the Chilling Winds instead; then the trap creates a miniature blizzard and snowstorm that buries the character in snow to the same effect. Your allies will need shovels to help get you out before you suffocate under the snow.

[3] Fearsome Flurries. Small, endlessly spinning flurries of snow. If someone steps through it or disturbs its, a fae creature steps 'sideways' out of thin air to enter the world and attack you. Favored minion of the Fairy Queen of the Chilling Winds.

Fearsome Flurrie (2 HD, +2 to hit, 1d4+1 cruel dagger, immune to cold, pain-cold burst)
Morale- N/A
Number- 1 per disturbed Flurrie. Battle likely to disturb and draw in more enemies.

This fae creature looks like an impossibly tall, gaunt woman with ice crystals forming on her eye lashes and lips from the chill in the air. They are totally immune to cold damage, and also pain. If hit by attacks or spells that primarily cause pain (pain spells, whips, torture devices, etc.), they both resist the pain effect and also release a burst of cold equal to the pain; usually 1d6 damage to all within a short distance.

[4] Cold Snap. When an invisible line is crossed, a very strong and powerful blast of cold wind hits the offender with the force of winter. The ground around them freezes solid, and their clothes become stiff from the wind. Deals 2d6 cold damage. No save.

[5] Character steps into a blue light and starts to cry. They tear 3d6 tears, save for 1d6 tears instead. These tears represent their emotions, and fall to the ground as frozen blue crystals. If the crystals melt or are lost/stolen away from the character, they lose 1 point of permanent Charisma per destroyed or stolen tear. The tears will melt if left out in direct sunlight or if thrown in a fire, but aren't warmed by body heat and will stay safe as long as its cool enough where they are kept.

[6] Spirit of Death. Half rotted caribou carcass in the small embankment of snow. Warnings or a line drawn in the fallen slush tell you not to pass. If you do pass, the carcass's head turns towards you and laughs as a sense of dread fills you and deathly energies assault your body. Take 2d6 damage and make a saving throw or lose a level via level drain.

[7] Clinging Freeze mist. The cold chill is a light blue misty fog that follows and clings to people it touches. Each turn, make a save or take 1 damage from the slow numbing cold. If you're holding a torch, it goes out 1 turn faster. You can remove the cold by either sleeping indoors where blankets will ward it away, or by casting a spell to cure it.

[8] Black Ice Orb. This frozen orb of black magical ice floats in the air. If struck with a weapon, it freezes the weapon used to strike it. The black ice coats the weapon and makes it deal a maximum of 3 damage until melted off over the course of 3 days over a hot fire. The magical ice orb tries to get people to attack it by imitating the sounds of an enemy, or accompanying several other dark magic traps to enrage intruders into attacking it.

Friday, July 27, 2018

6 Lesser Fae

Sprite vs nameless fighter
[1] Fairy (1 hit point, -1 AC, flight, easy to trap, revive on lethal, minor spells)
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.

Saturday, May 12, 2018

Small Elves are the Best + [Class] Elf

Forget everything you know about Elves. Any while you're at it, throw out dwarves, hobbits, and gnomes too. Mix them all together. This is now one race. Elves are no longer Legolas, they're Keebler elves, or Santa's elves now.

Elves are small, sneaky, magical, and crafty. In a more folkloric setting, they usually try to stay hidden from humans as humans might enslave them or use them to craft magic items for them. In a more high fantasy setting, elves can be found working all sorts of crafting and scholarly jobs that don't require much strength or height. Elves are immortal; at least from the ravages of time and most earthly diseases. Some Elves are as old as the trees, and some are even older.

All Elves wear hats. Some go with the classic red conical gnome hat, but many go with soft caps, pointy wizard hats, or feathery headpieces. Something like a hood or circlet can also work as a hat, but without a hat the elf cannot use their innate magical powers. If you manage to steal an elf's hat, you can force it to work for you. Elves can only have one “main” hat at a time but can create a new one if enough time passes and with the right magical rituals.

If your game uses race AND class, then Elf hats grant the elf their innate magical powers. While wearing the hat they get +1 to reaction checks with the creatures of the earth, wood, and sky. This does not apply to domesticated animals, which view humans as their rightful masters and are too separated from the wild to respect an elf. The most powerful ability of an Elf's hat is the ability to make the elf disappear. As long as they wear their hat, the elf can suddenly disappear from the location they are at, and reappear somewhere else nearby. They can do this the moment someone is not directly watching them, even blinking, flinching, or looking away for a split second is enough time for an elf to disappear. If they do not have their hat, they cannot disappear. Elves can also shrink while wearing their hat, and can change between 3 ft tall or the size of a mouse. Also, Elves are shit at fighting and get -1 to their to hit and strength due to their small size and are best suited to stealth or magical classes.

If your game uses race AS class, then here it is.

Elf + Fairy Companion
Elf
HD- d4
Equipment- Small, untrained. Daggers, short spears, light armor. Max AC is 12

Elves are small, fair skinned humanoids closely related to fairies. They live forever unless killed, and have magical powers. Most live in hidden forest glades in squat houses, underneath the hills or within the mountains, and some even live in hidden places in human dwellings. Elves are small and physically weak, meaning they get -1 to their strength modifier. While being physically weak; Elves can do fine with ranged weapons like blowguns, slings, and little elf bows. Elves are small and deft to compromise with this weakness, and get +1 to skill check rolls every level. If an elf wears their hat, they can safely interact with wild animals equal to their level or less in HD without it becoming aggressive or angry as long as the elf doesn't hurt it. This also allows the elf to do things like build homes inside of aggressive man-eating trees and such.

Elves have the power to disappear. As long as they wear their elf-hat, they can disappear from a place and then reappear within 5 rooms or a few yards whenever they choose. The maximum time they can disappear at once is up to their level in turns. Elves can only disappear if nobody is directly looking at them or they hide behind something for a split second. Once an Elf reaches 8th level, they can disappear at any time; such as right before getting hit by a sword swing. Elves can only disappear once per day. Elves can also shrink when wearing their hat; once shrunk they can do a maximum of 1 damage and only have 1 hit point per level. If their hat is removed while shrunk they return to their "big" size and cannot shrink again, but with their hat they can stay shrunk as long as they want.

Elves also have the power of craftsmanship. An elf can craft without their hat; which is why many elves are afraid of being enslaved by other races. Elves can repair or craft regular supply items and equipment much faster then a normal human. It only requires 1 turn for an elf to craft a pair of boots as long as they have leather, a needle and thread for example.

At 10th level, the Elf becomes an Elf Master. They can now forge minor magic items from scratch with the appropriate materials. These items are regular tools and equipment enhanced in some way over a standard version of that item. For example, an Elf Lantern may be able to be used underwater, or Elf Shoes may let you walk on thin tree-branches without them snapping from your weight. It takes one season to create a single minor Elf item, with more powerful items requiring longer or special reagents found in the woad.

The Elf Master can also create their own elf hollow; a secret place where they live. If they already have a hollow it is used instead. The hollow is automatically protected by magical enchantments and illusions that turn away and deceive anyone, making it impossible for anyone who is not also an elf or someone who has already been to this hollow to find it. The exception is a regular lost child, who can accidentally find the hollow if they aren't looking for it on a 1 in 20 chance. The Elf Master also attracts some lesser fae; 1d6 Elves, 2d8 Brownies, and 1d4 Fairies come to live with them.

Sunday, September 17, 2017

Cold Fae North Encounters

Fae Snow Digger [18]
 Cold Fae North
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;
  1. Random monster, roll on monster table
  2. Burnt out old inn. 4 Heavy cloaks.
  3. Old witch cottage. Random potion.
  4. 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.

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.

[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.
  1. Tulip
  2. Rose
  3. Sunflower (tiny)
  4. Cherry Blossom
  5. Lotus
  6. 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.
  1. Materials for a bone spear or hatchet
  2. Tiny box; dry war-paint, random color.
  3. Leather flask; 50% chance for it to be filled with water or beer. Name Jur stitched in.
  4. Five copper piercings.
  5. Head of a flail with attached chain, broken, 10 feet away from the handle.
  6. Tiny glass vial, miraculously unbroken. Contains Vapors of Warrior spirit; grants +1 AC and To-Hit for one battle.
  7. Wooden shield, half stuck in ground.
  8. Ruined war banner. Actually enchanted; if renovated it will grant +1 to morale checks to the party if painted their colors.
  9. Mummified bird with a long cord tied around its neck as if to be worn as a penance or strange fashion statement.
  10. Curious Left-Gauntlet of a suit of plate, painted red.
  11. 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.
  12. 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.

(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.)

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.
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.

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
(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.

(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.