Table of Contents
Faerie Woods
Summary
a Connaught County adventure for intermediate characters. Contains several nice magic items and a portal.
Our adventurers run afoul of the fae in the Faerie Woods, and much hijinx ensues.
a Connaught County adventure for intermediate characters. Contains several nice magic items and a portal.
Our adventurers run afoul of the fae in the Faerie Woods, and much hijinx ensues.
This adventure can be begun by having to, or opting to take a shortcut through the woods, on the way to or from Prince's Crossing, Landsdowne, Carney Abbey, or Overlander Cave.
The PCs have heard rumours around town about strange goings on in the Faerie Woods. Some legends say that all who enter are never seen again. Some tell of distant relatives who have been there but were forever changed in various odd and sometimes unbelievable ways.
Although there is a well worn path, through the woods, many locals opt to go around the woods entirely, even though that means taking a much longer route.
If the PCs are new to the area, they may not have heard the legends, and may simply take the shortest route. Otherwise they may require some enticement to enter, such as a reward for finding a lost villager. They may also unwittingly enter by coming out of “the underground” at Overlander Cave, which is located on the northern edge of the faerie woods. It is also possible to get disoriented while skirting the edges of the woods on route to Landsdowne.
This adventure can be begun by having to, or opting to take a shortcut through the woods, on the way to or from Prince's Crossing, Landsdowne, Carney Abbey, or Overlander Cave.
NPCs
Adventure goals
- escape alive
- gather loot
- get info leading to Remy or “Ancient Artifacts” for selling loot.
- investigate the portal
Encounters
- can they find the festival while it is in phase?
- can they avoid becoming enthralled?
- can they escape?
- do they notice the portal?
- why can they learn about it?
- possible teleportation to next adventure
Foreshadowing
- future faerie shenanigans
- future magic lures
- how to disenchant and remove curses?
- future portal stuff
Plot
While taking an ill-advised shortcut through the faery woods, one of the characters suddenly disappears. The character should be the one with the lowest REASON attribute.
The rest of the party may perform a PERCEPTION check at difficulty 15, to faintly hear odd music which leads them to a shimmering tent. If the party decides not to enter the tent immediately, another character disappears.
The tent is a large square about 50 feet by 50 feet, similar to a large circus tent, with a pointed top and red and white stripes all around the sides. The stripes appear to change color when not looking directly at them, but seem red and white upon inspection. The air in front of the walls seems to shimmer slightly like a mirage on a hot day. There is festive music and the smell of roasting meat wafting out from the tent.
Upon entering, it seems like a big party with about a hundred NPCs dressed in brightly colored garb and fanciful hats. There is a massive feast spread out with minstrels playing music, dancing, small fireworks, and free ale. (simple inspection reveals the words “Bonnie's Bottomless Ale” stenciled on the keg, along with a drawing of a pantless troll)
The crowd of dancing and feasting NPCs appear to be all the most beautiful and wealthy folk, though none are recognizable as any known characters.
The “disappeared” PCs are here, but they are enthralled. When questioned they act as though nothing strange has happened and we have been here all night.
Each of other PCs must pass a Reason check diff 5 to avoid becoming enthralled as well. In the event that all PCs become enthralled (or if some flee without entering the tent), they will simply wake up in the glade the next morning with a wicked hangover and all of their possessions stolen, wearing only underwear.
Attempts to engage the NPC party attendees are met with enthusiastic greetings and offers of “let me get you an ale, old friend!”, but any questions are shrugged off or answered only with vague nonsense. Further questions result only in the NPC dancing more vigorously and avoiding conversation.
After a couple of minutes one of the characters (not an enthralled one) gets “reverse pick-pocketed”. Choose the PC with the highest Wisdom attribute. They feel someone jostle them in the crowd, but are unable to determine who, and suddenly notice they are holding a silver ring in their hand. It is the ring of sight.
If they put the ring onto their finger, they get a very creepy feeling that things are not what they seem. They should immediately add WISDOM attribute to their PERCEPTION attribute (update their character sheet), then make a PERCEPTION check at Difficulty 25. On success, they will see a flash of vision revealing the true nature of the partying NPCs surrounding them. Ugly jeering faces with grey sagging gargoyle like features. On a failed roll, they will instead feel a strong sense of revulsion to all the NPCs around them, causing them to vomit. For further effects, See Appendix B - Ring of Sight.
As the party continues, all non-enthralled PCs not actively engaged in beer-guzzling or revelry should attempt a PERCEPTION check, Difficulty 7. They may notice two notable NPCs, Aethelmon and Crane, sitting at the head table upon a slightly raised dias. Aethelmon leans over and says something to Crane, pointing in the parties direction, then vanishes suddenly. Crane makes his way toward the party, with hand on hilt. He will engage in combat unless the PCs do so first.
NPC Stats
Aethelmon
HP: 16 | |||||
---|---|---|---|---|---|
ATTACK: see weapons | DEFENSE: 12 | ||||
Str: 8 | Agil: 7 | ||||
Con: 8 | Char: 5 | Per: 4 | Rea: 2 | Know: 9 | Mage: 1 |
total level: 44 |
Armor: 0 | Shield: Small Wooden 4 | Helm: Circlet 1 |
Weapon | Twisted Staff | Dagger | Caltrops |
---|---|---|---|
Skill | 12 | 7 | n/a |
Attack | 19 | 14 | 7 |
Dmg | d4 | d4 | d2 |
Crane
HP: 32 | |||||
---|---|---|---|---|---|
ATTACK: see weapons | DEFENSE: 36 | ||||
Str: 16 | Agil: 10 | ||||
Con: 16 | Char: 8 | Per: 6 | Rea: 5 | Know: 5 | Mage: 0 |
total level: 66 |
Armor: Banded 9 | Shield: Medium Iron 12 | Helm: Horned Great Helm 6 |
Weapon | Great Club | Great Axe | Dirk | Cat o 9 Tails |
---|---|---|---|---|
Skill | 16 | 10 | 10 | 8 |
Attack | 26 | 20 | 20 | 18 |
Dmg | d8 | d10 | d4 | d4 |
the Fight
Presumably the party will engage in combat if they notice Crane, otherwise Crane tries to sneak up behind them, to slit the throat of whichever character he thinks is “the leader” if given the chance.
When combat begins, most of the NPCs will run around screaming. Many will flee soon after. If any are injured, their illusory image will burst and they will appear as ugly (but unarmed) gargoyles, but will continue to flee or cower rather than fight back. Their combat stats are as follows:
HP: 5 | DEFENSE: 10 | |
Armor: n/a | Shield: n/a | Helm: n/a |
Weapon: Kicking, Slapping, & Biting | ||
Attack: 7 | Dmg: d2 |
Once combat begins, Aethelmon will remain invisible but will cast Distract once per turn until all player characters are affected. He will then switch tactics to throwing random objects at the PCs. His invisibility only lasts 1 minute at a time, and he may not notice it expire (dependent on his rate of success casting Distract) until after he has been spotted. PCs have a chance of spotting him first (Perception diff 20 if he has not started throwing objects, diff 5 if he has)
Aethelmon may also Persuade remaining NPCs to attack the PCs.
If Aethelmon is reduced to 1/2 HP, he will attempt to flee, aided by the twisted_staff, and spreading caltrops as he goes. Any player characters within engageable melee range, may attempt to stop him. Aethelmon must perform an AGILITY check against the engaged PC's REASON. (see confuse_defensive for more details)
Crane will fight to the death.
the Aftermath
Once both Crane and Aethelmon are gone (dead or escaped), the tent and its furniture and any remaining NPCs will disappear. However, a number of magic items are left behind.
A PERCEPTION check of difficulty 20 reveals a shimmering effect in the center of the glade. This is an active portal, which is currently open and will transport characters to one of the other Connaught county loci. Characters are transported if they touch the locus. Roll to determine which location the are transported to as per the Connaught county loci list. This location remains the destination for the remainder of the adventure. (That is, if one character goes through, then another goes through, they WILL go to the same destination)
Looting
- gather loot
- Banded Armor 9 (worn by Crane)
- Horned Great Helm 6 (min Str 15, worn by Crane)
- Medium Iron Shield 12
- Small Wooden Shield 4
- Great Club d8, Str15
- Great Axe d12, Str15
- Dirk d4
- Cat o 9 Tails d4
- Dagger d4
- Caltrops d2
- magic items
- Coif of Scrambling found amidst the trampled grass
- Cloak of Invisibility (worn by Aethelmon, not available if he escapes)
- Circlet of Control (worn by Aethelmon, not available if he escapes)
- Twisted Staff (wielded by Aethelmon, not available if he escapes)
- some magic rings and amulets of some sort
- lead to Remy or “Ancient Artifacts” for selling loot.
- investigate the portal
Appendices
Appendix A - Bottomless Keg
This bottomless keg holds an infinite and never-ending supply of good quality ale. It may be distributed at a rate of one pint every 5 seconds (or 1 per turn). It weights approximately 50 pounds.
Appendix B - the Ring of Sight
The Ring of Sight gives a Perception bonus by the following formula: PER = PER + WIS
That is, the wearer's Perception attribute is increased by the Wisdom attribute.
While worn only, the ring of light also gives the wearer the following spells:
Spells are cast according to the normal spell rules, except that prerequisites do not apply and the wearer effectively “knows” the spell.
Appendix C - Coif of Scrambling
Appendix D - Cloak of Invisibility
- Cloak of Invisibility (worn by Aethelmon)
Appendix E - Circlet of Control
- Circlet of Control (worn by Aethelmon)
Appendix F - the Twisted Staff
- Twisted Staff (wielded by Aethelmon)