brvheart's Reign of Winter Game (Inactive)

Game Master brvheart

This will be a new Reign of Winter Campaign with some Northlands thrown in.


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Male Human Rogue6/Clr1 Current Map

Ok, I will allow the survival check first, but let's get this done first next time please? So Seamus doesn't take damage this time. Still need Fort saves from Caan and Autumn.

Grand Lodge

Female Arctic Elf (Avalonian) Arcane Magic User 5 (Boreal Ice Wizard/SnowCaster) Intense Spells (+2 dam).; Listen +6/Spot + 9 <Exp - 19620>

Fortitude vs Cold: 1d20 + 14 ⇒ (13) + 14 = 27

Autumn looks at all of the party shaking and shivering from the cold and just raises a eyebrow with a dishearten smile.

You guys act like you have never seen snow before


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

Okey. Its a once per 24 hour thing.

Paletress turns a look, completely devoid of emotion and as cold as the snow around them, on Autumn. Holding the stare for several seconds without blinking, somehow managing to promise a great many things without showing anything. Finally, she shrugs with a snort and makes her way back to the front with a muttered word.

"We'll be moving a bit more slowly now, heh. No romping round in this, ha ha, winter wonderland of death, heh."

She presses a hand to her neck and looks at Caan. "All of you lot, heh heh, got blunted toothpicks it looks like. Little beasts pulled out the sharkteeth for me, heh."


Retired to Taldor?

Seamus nods at Paletress saying "Thanks Paletress that's a good idea, shall we continue?"


Male Human Rogue6/Clr1 Current Map

A narrow game trail winds its way through the trees and undergrowth here. Hoofprints mark the underlying snow, leading in both directions.


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

Survival: 1d20 + 6 ⇒ (19) + 6 = 25 Attempting to discern relative age of hoofprints, to see either how far we have yet to go or which direction the owners of the hooves went last.

"Heh, they didn't shoe this one right... and this one is still breaking his in... and this horse must have strayed too far from the fire, heh... it has the sniffles."


Male Half-Orc Cleric of Groetus (Lvl 1)

Fortitude: 1d20 + 13 ⇒ (10) + 13 = 23

"Sharkteeth indeed!" Caan pats his robes, the chainmail clinking underneath. "I just don't think they were ready for THIS!"


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

"Well, you did kick up a fog bank, heh."

She shows Caan the two arrow wounds she has suffered.

"Another bit of healing might be useful, heh. Looks like we're getting close to, heh, our friends' campsite, and I don't like going into a fight wounded. Hyeh."


Male Human Rogue6/Clr1 Current Map

The hoofprints are from a stag and the are VERY recent! I will wait for Caan to do healing if he has any left prior to proceeding if that is what is wanted.


Male Half-Orc Cleric of Groetus (Lvl 1)

Last channel for the day, with one spell left. How bad of a shape are you in? I know most people just took a couple of subdual damage there, I lost track past that.


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

11/15. Down a quarter. Don't much like going into a possible big fight as a tank missing some health. But if ya think it can wait until after the next fight, so be it. Maybe try some triage or some such?


Male Half-Orc Cleric of Groetus (Lvl 1)

Triage is the plan, yes. Caan will attempt to draw the attention of the next encounter: get some mileage out of this last Channel Energy.

"Mmm..." announces Caan: "Those go deep. I am sure they hurt!"

The half-orc gives Paletress a consolatory pat on the back. "Groetus only humors me so much. Best to save my last for the worst, eh?"

The cleric pauses, clearly trying to think of something helpful to say. "Pain either breaks us or makes us stronger. Sometimes it does both!"

Survival to follow the stag: 1d20 + 4 ⇒ (6) + 4 = 10 - Scraping the untrained DC ceiling!


Male Human Rogue6/Clr1 Current Map

A white stag comes out of the forest. Coming toward the group it greets the group, ""Hello! What brings you to the forest?"


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Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

Sparhawk squints distrustfully at the talking stag, "Hello, neighbor. We seek someone who was taken against their will. The trail leads here. We were just attacked by some rather unfriendly sprites.". He looks closely at the creature, "What is your true form?"

Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32


Male Half-Orc Cleric of Groetus (Lvl 1)

Daaaaaauuuummmmmn. That Diplomacy!

Caan looks from Sparhawk to the stag, leaning on his greataxe like a walking stick.


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

"If you haven't noticed, heh, damage done on both counts... what the..."

She watches the stag walk up, and the instant it has spoken she bursts out with "Our feet!" and giggles nervously.


Male Human Rogue6/Clr1 Current Map

"I am a stag. What do you think I am? And who are you?"


Retired to Taldor?

taken aback by the talking stag Seamus stands amazed as he shivers and watches Sparhawk sweat talk, what apparently is a stag. Hearing the beast ask who they were Seamus takes the opportunity to lower his crossbow and pulling his lute off of his shoulder and strumming a few chords says "I am Seamus, a minstrel, and we are looking for a kidnapped Lady!"


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

"I am Sir Sparhawk of the Pandion order. My companions and I seeks a townswoman who was drug from her carriage not far from here and kidnapped. You seem to be at home here, and I would assume they made a lot of noise. Did you hear or see them, stag? he asks, clearly still baffled he is having a conversation with an animal. "You say you are just a stag, but I have never met one that speaks our language so eloquently..."


Retired to Taldor?

Nice Save


Male Human Rogue6/Clr1 Current Map

"I saw a group of people around here this morning, but as to what they were doing I don't mess with the affairs of people, but I saw this pretty elf here and wanted to say hello!"


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

Sense Motive: 1d20 ⇒ 8


Male Human Rogue6/Clr1 Current Map

It seems like a stag to you Sparhawk.

Grand Lodge

Female Arctic Elf (Avalonian) Arcane Magic User 5 (Boreal Ice Wizard/SnowCaster) Intense Spells (+2 dam).; Listen +6/Spot + 9 <Exp - 19620>
Quote:
"I saw a group of people around here this morning, but as to what they were doing I don't mess with the affairs of people, but I saw this pretty elf here and wanted to say hello!"
Quote:
Triage is the plan, yes. Caan will attempt to draw the attention of the next encounter: get some mileage out of this last Channel Energy.

If you have a healing kit Caan, you can use it once a day to give someone a 1d4 of healing using the heal skill, it cost two uses of the kit and only once a day, look it up.

Knowledge Arcana to identify the Stag as a Magical Beast and why they would deal with elves.: 1d20 + 7 ⇒ (12) + 7 = 19

Diplomacy & Sense Motive to understand why he likes me, Linguistics to know what native language he speaks: 1d20 + 3 ⇒ (5) + 3 = 81d20 + 0 ⇒ (9) + 0 = 91d20 + 7 ⇒ (19) + 7 = 26

(In Sylvan, give a formal greeting - made the Linguistics) Well, you are a handsome creature, I have been gone from home so long, I had forgot your kind exist, I had heard stories growing up about the omens associated with seeing a white stag, are the stories true?

Walking over to him and extending a hand in friendship, offering some nuts from her rations. Holding back the other hand until he accepts the gift then placing her hand if he would allow on his forehead to offer a gentle stroke on his brow, between the horns (petting).


Male Human Rogue6/Clr1 Current Map

The stag eagerly gobbles up the nuts and berries
"Kela Thaurerea"


Male Human Rogue6/Clr1 Current Map

The stag lets you pet him and says, "Llie n'vanima ar' lle atara lanneina"


Male Human Rogue6/Clr1 Current Map

Roll a perception Autumn


Male Human Rogue6/Clr1 Current Map

"Thank-you for the berries and good luck on your hunt:) I think they went up stream up ahead."

Grand Lodge

Female Arctic Elf (Avalonian) Arcane Magic User 5 (Boreal Ice Wizard/SnowCaster) Intense Spells (+2 dam).; Listen +6/Spot + 9 <Exp - 19620>

OK, I nor my character is fluent in sylvan but we both manage to make out in Elven (a close cousin) what he is meaning with his phrase, so I feel a bit bewildered by his response, since he asked for me, when he calls me a abomination (the Elven meaning of the word he used) and tells me to go away, of course it may have a different narrative in sylvan.

in Elven:
Look!!!, I will have you know sir, that I am of Royal blood and I do not take kindly to the insults you just gave me and request you apologize, I am not a abomination, I am a protector of the arctic places, and purveyor of the First World and the Arcane arts. I extend my hand in friendship and I prefer that you take it, because I do not wish for you and me to find ourselves regretting meeting each other later or having to leave in disgust, in the name of Diplomacy, I will not say what I think of you at this moment!!!

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Male Human Rogue6/Clr1 Current Map

Autumn:
Something seems really odd about the stags lips not moving anywhere near what they should be for the words coming out of its mouth. While you are at it, make a Fort save DC 15

Grand Lodge

Female Arctic Elf (Avalonian) Arcane Magic User 5 (Boreal Ice Wizard/SnowCaster) Intense Spells (+2 dam).; Listen +6/Spot + 9 <Exp - 19620>

Fortitude: 1d20 + 1 ⇒ (13) + 1 = 14

Ohh Wow!!, I have not seen the world from this angle since I was a little girl, and I not about to say how long ago that was :)!!!


Male Human Rogue6/Clr1 Current Map

Autumn you are now 36" tall and weigh 15.5 lbs


Male Human Rogue6/Clr1 Current Map

The stag runs off into the woods. Roll init if you wish. It is currently 50' away.


Retired to Taldor?

init: 1d20 + 6 ⇒ (1) + 6 = 7
perception: 1d20 + 8 ⇒ (10) + 8 = 18

amazed at the talking stag and surprised that it sounded like Autumn was being stern with it, and even more surprised when Autumn shrank and it ran off.


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

Paletress looks from elf to stag and back again, occasionally giggling in confusion. The wierd words and odd tones are a boggle to her, but when the elf suddenly turns into a childlike charicature, she bursts into wild laughter.

"Friends and influence, ha ha ha!"


Male Half-Orc Cleric of Groetus (Lvl 1)

Caan neither has heal nor a healer's kit, I'm afraid. I can't really triage just one person anyway.

"What just happened? Was that an attack?!?" Caan awkwardly swings up his axe into his grasp, not sure what to do.


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19
know arcana: 1d20 + 4 ⇒ (15) + 4 = 19


Male Human Rogue6/Clr1 Current Map

Reduce Person Sparhawk. Autumn heard enough out of the language to know that she was being insulted and got offended. Then she sees a little creature on the back of the stag as it races away.


Retired to Taldor?

well showing him the lute proved to be pointless as the stag ran away Seamus returns his lute to his shoulder under his cloak and retrieves his crossbow looking for targets.

perception: 1d20 + 8 ⇒ (1) + 8 = 9


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

init: 1d20 ⇒ 18


Male Human Rogue6/Clr1 Current Map

ok, init little creature: 1d20 + 7 ⇒ (4) + 7 = 11


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

"Quick, Autumn, is it evil?!" he asks sharply, pulling his crossbow out with amazing speed and aiming down the sight.


Female Half-elf Urban Barbarian 1 / Mobile Fighter 2, HP 31/31

Ain't much Paletress can do with her throwing daggers

Paletress finds Autumn's predicament cripplingly hilarious for no readily apparent reason.

Grand Lodge

Female Arctic Elf (Avalonian) Arcane Magic User 5 (Boreal Ice Wizard/SnowCaster) Intense Spells (+2 dam).; Listen +6/Spot + 9 <Exp - 19620>

I think it is, but most fey are generally chaotic neutral and prone to trickery, some are good and redcaps are evil, none are lawful. I once compiled a book on fey, I have the document here somewhere, that would probably be my characters take on it too, "i read a book somewhere about them but i dont quite recall the alignments myself". I do know that it attack me and that is all i need to know to go after it, however, as the stag is a white stag, I suggest we try not to harm it, please, it would make a excellent mount for me or someone, once trained.

Fey:

SPRITE (standard)
Small Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +4 (Dex)
Speed: 30 ft, fly 50 ft (good)
AC: 15 (+1 size, +4 Dex)
Attacks: Dagger +5 melee; or shortbow +5 ranged
Damage: Dagger 1d4-1; or shortbow 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Sleep arrows
Special Qualities: Spell-like abilities
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 8, Dex 18, Con 12, Int 12, Wis 16, Cha 16 – (S: -4; D: +6; W: +4; C: +4)
Skills: Animal Empathy +7, Bluff +6, Craft (any one) +5, Escape Artist +8, Hide +8, Listen +7, Perform (any one) +7, Search +4, Sense Motive +6, Spot +7
Feats: Dodge, Weapon Finesse (Dagger)

Climate/Terrain: Any forest and plains
Organization: Gang (2-4), band (6-11), or tribe (10-100)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral (good tendencies)
Advancement: 1-3 (Small); By character class
Level Adjustment: +1

Sprites are a shy and reclusive faerie people who resemble miniature elves. Sprites stand about 2 feet tall, and fly by means of their tiny semitransparent wings. Sprites are the most common type of the family of faeries they are named after.
Sprites live in meadows and woodland glens, where they have appointed themselves the monitors of their lands. Sprites are one of the few races who are truly immortal, never aging. Sprites speak Common, Elven, and Sylvan, and they can communicate with other woodland animals and creatures.

HAMADRYAD
Medium-Size Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 40 ft
AC: 13 (+3 Dex)
Attacks: Slam +2 melee
Damage: Slam 1d3+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Nature mastery, SR 26
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 12, Dex 17, Con 13, Int 14, Wis 15, Cha 19
Skills: Animal Empathy +7, Craft (any one) +6, Knowledge (any one) +6, Escape Artist +7, Hide +7, Listen +8, Move Silently +7, Search +6, Sense Motive +6, Spot +8, Wilderness Lore +6
Feats: Alertness, Dodge, Improved Initiative, Iron Will
Climate/Terrain: Temperate and warm forest
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium-Size)

The hamadryad is a woodland spirit which is linked to an individual oak tree. They appear as beautiful naked Elven or human women, but with deep sparkling green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service.
Hamadryads live only in ancient vast forests far from civilized peoples. Though they can leave the vicinity of their tree without harm, they never willingly leave the woodlands. A hamadryad lives by absorbing sunlight through her hair, and will eventually die of starvation if forced to stay inside for too long, or if her head is kept shaved. Hamadryads speak Common, Elven, Sylvan, and the language of druids.

BOOKA
Tiny Fey
Hit Dice: 1/2 d6 (2 hp)
Initiative: +5 (Dex)
Speed: 30 ft, fly 50 ft (perfect)
AC: 17 (+2 size, +5 Dex)
Attacks: None
Damage: None
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Invisibility, SR 13
Saves: Fort +0, Ref +7, Will +5
Abilities: Str 6, Dex 20, Con 10, Int 12, Wis 17, Cha 11
Skills: Animal Empathy +4, Craft (any two) +5, Escape Artist +7, Hide +8, Jump +6, Listen +7, Move Silently +9, Search +4, Spot +7
Feats: Alertness, Dodge

Climate/Terrain: Cold and temperate land
Organization: Solitary or family (1-4)
Challenge Rating: 1/2
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral (chaotic good tendencies)
Advancement: 1-3 HD (Tiny)

Bookas are a peaceful faerie race, related to pixies and sprites. Bookas are about one foot tall, with slender bodies. They have long pointy noses and broad ears, and would be considered homely by human standards. Their wings are delicate, and colored like butterfly wings. Bookas speak Sylvan, and many known Elven and Common, and some even speak the secret language of rogues.

STWINGER
Tiny Fey
Hit Dice: 1/2 d6 (hp)
Initiative: +6 (Dex)
Speed: 20 ft
AC: 18 (+2 size, +6 Dex)
Attacks: None
Damage: None
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Charm person, swing
Special Qualities: Cuteness, mirror image
Saves: Fort +0, Ref +6, Will +5
Abilities: Str 6, Dex 22, Con 10, Int 14, Wis 17, Cha 20
Skills: Climb +11, Craft (weaving) +8, Hide +10, Jump +11, Listen +13, Spot +13, Tumble +10
Feats: Alertness, Dodge, Mobility

Climate/Terrain: Temperate land
Organization: Solitary or family (2-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 1-3 HD (Tiny)

Description
Stwingers are tiny petty faeries with vestigial wings, out to have fun. Stwingers are nauseatingly cute, and look like humans or elves that have been shrunk down to 1 1/2 - 2 feet tall. Stwingers speak Sylvan, Elf, Dwarf, and Gnome.

Stwingers exist only to have fun, and the most fun of which they seem possible to imagine is to swing from long beards. Stwingers are strictly non-combatants though, and don't seem to consider the fact that their actions could be harmful. Stwingers make ropes from hair, and use these to help them swing from one playmate to the next - playmates being defined as any being with hair that enters a Stwinger's territory.

SQUEAKER
Tiny Fey
Hit Dice: 1/2 d6 (2 hp)
Initiative: +5 (Dex)
Speed: 30 ft
AC: 17 (+2 size, +5 Dex)
Attacks: Rock +7 ranged
Damage: Rock 1d4-2
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Saves: Fort +0, Ref +7, Will +1
Abilities: Str 7, Dex 20, Con 10, Int 6, Wis 8, Cha 10
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5
Feats: Weapon Finesse (rocks)

Climate/Terrain: Any land
Organization: Tribe (2-40)
Challenge Rating: 1/4
Treasure: None
Alignment: Always chaotic (good, neutral, or evil)
Advancement: 1-3 HD (Tiny)

Description
Squeakers are tiny petty faeries who seem to exist only to annoy and aggravate bigger beings. These fey are only one foot tall, and have disproportionately large heads and spindly little bodies. They resemble pixies somewhat, but are always naked and seem to have no gender.
Squeakers are very fertile, and seem to be adaptable to nearly every climate known to man. Many people like to think that these miniatures fey were created by a wizard spell gone badly. Squeakers understand Sylvan, but the only form of speech they engage in consists of tiny grunts, squeaks, and whistles.

NIGHTSHADE
Medium-Size Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Short sword +2 melee; or half-spear +0 melee
Damage: Short sword 1d6 and poison; or half-spear 1d6 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, poison, summon shambling mound
Special Qualities: Immune to wood, vulnerability to fire
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 14, Int 10, Wis 11, Cha 10
Skills: Bluff +4, Concentration +5, Craft (any one) +3, Hide +4, Listen +4, Move Silently +6, Spot +4, Wilderness Lore +4
Feats: Weapon Finesse (short sword)

Climate/Terrain: Any forest and underground
Organization: Solitary, pack (1-4), or tribe (3-30 plus 1 5th-level druid per six nightshades)
Challenge Rating: 2
Treasure: No coins; no goods; standard items; double potions
Alignment: Always neutral evil
Advancement: 1-3 HD (Medium-Size)

Description
Nightshades are fey spirits of poisonous plants. These beings, also known as *wood woses* dwell in dark, unhallowed places, where plants like mistletoe, hemlock, foxglove, and belladonna grow.
Nightshades appear similar to dwarves in some ways, but are much more like sylvan creatures in other ways. Nightshades average 4 feet tall, and have stocky bodies. They have dark brown skin, and thick beards and hair that are covered in vines and leaves. They wear nothing but woven kilts and vests, and carry weapons of beaten copper or bronze. Nightshades speak Sylvan, and can speak with plants.
Wood woses live in dark groves, and are the weeds of the fey world. They are cold and uncaring creatures, and serve their high queen Ainecotte with a healthy fear. They are on good terms with Quicklings, but are despised by Treants.

GORSE
Fine Fey
Hit Dice: 1/6 d6 (1 hp)
Initiative: +7 (Dex)
Speed: 10 ft, fly 30 ft (perfect)
AC: 29 (+8 size, +7 Dex, +4 natural)
Attacks: Miniscule sword +9 melee; or minute bow +9 ranged
Damage: Miniscule sword 1; or minute bow 1 and confusion
Face/Reach: 1/2 ft by 1/2 ft/0 ft
Special Attacks: Confusion arrows, spell-like abilities, cantrips, potions
Special Qualities: Gorse bushes, SR 11
Saves: Fort +0, Ref +9, Will +4
Abilities: Str 6, Dex 24, Con 10, Int 12, Wis 15, Cha 20
Skills: 36 Concentration +5, Craft (trapmaking) +5, Escape Artist +12, Hide +12, Listen +8, Move Silently +12, Spot +8, Wilderness Lore +6
Feats: Alertness, Weapon Focus (miniscule sword)

Climate/Terrain: Cold and temperate plains and hills
Organization: Solitary or tribe (5-40)
Challenge Rating: 2
Treasure: No coins; no goods; 25% items; 200% potions
Alignment: Always neutral
Advancement: ---

Description
The gorse are some of the smallest, and perhaps most beautiful of the faerie folk. Gorse are tiny humanoids that resemble human children, only they are fully mature, and are just a few inches tall. They have delicate wings and slightly pointed ears, and wear simple clothing.
Gorse dwells in the thorny flower bushes that are their namesake, which make a safe haven to protect them from larger creatures. Gorse keep to themselves, but sometimes deal with other fey, centaurs, elves, and druids. Gorse speaks Sylvan.

DOBIE
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +0 (Dex)
Speed: 20 ft
AC: 13 (+2 size, +1 natural)
Attacks: Dagger +2 melee
Damage: Dagger 1d4
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Spell-like abilities
Special Qualities: Gullible (vulnerability)
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 8, Dex 11, Con 10, Int 8, Wis 8, Cha 10
Skills: Hide +8, Listen +4, Move Silently +6, Search +5
Climate/Terrain: Any temperate land
Organization: Solitary or tribe (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral good
Advancement: 2-3 HD (Tiny)

Description
Dobies are tiny rural fey, related to brownies. They live peaceful, reclusive lives, trying their best to help out larger humanoids. They live in crude cottages at the edges of a farmer's fields, where they glean food from the harvest. As a payment for this food, the good fey help out the farmer by performing chores - whether the farmers want them to or not. Dobies are amazingly clumsy and absent-minded, and their "help" almost winds up being more of a curse than a blessing.
Dobies look like miniature elves, with brown eyes and hair, only slightly pointed ears, and plain features. With their working clothes on, they resemble farmers more than anything else. They have a way about them, seeming as gullible as they look, that makes look more like country bumpkins than typical fey. Dobies speak Common and Sylvan.

BRAMBLE
Fine Fey
Hit Dice: 1/3 d6 (2 hp)
Initiative: +5 (Dex)
Speed: 10 ft
AC: 31 (+8 size, +5 Dex, +2 natural, +6 spine armor)
Attacks: Slam +5 melee; or tiny spear +5 melee
Damage: Slam 1d6-2; or tiny spear 1d6-2
Face/Reach: 1/2 ft by 1/2 ft/0 ft
Special Attacks: Spiny armor, poison, charm mount, grounding
Special Qualities: SR 12
Saves: Fort +0, Ref +7, Will +4
Abilities: Str 6, Dex 21, Con 10, Int 12, Wis 14, Cha 10
Skills: Concentration +6, Escape Artist +8, Hide +8, Jump +7, Listen +6, Move Silently +8, Ride +7, Spot +6
Feats: Weapon Finesse (slam, spear)

Climate/Terrain: Cold and temperate plains and hills
Organization: Band (2-16)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: ---

Description
Brambles are among the tiniest of fey, as well as the most aggressive and vicious. Faerie legends tell that they were long-ago outcasts of fey society, and are believed to have descended from the gorse.
Brambles are tiny people with dark, wrinkled skin, pointy nails, extremely pointed ears, and an overall appearance that makes them look dried-out. A brace of spines sticks out from their back, which is bare although it appears that it was meant to support wings. Brambles wear small suits of spiked plate mail with holes that allow their spines to fit through, camouflaging them against the artificial spikes of the armor.
Brambles are nomadic and restless, never staying together or in one place for too long. They are arrogant and sneaky in dealing with larger races, fancying themselves as some kind of pixie knights. Brambles are often seen riding an odd selection of creatures, including porcupines, hedgehogs, al'mirajs, and other creatures. Brambles speak Sylvan.

FAERIE FIDDLER
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +6 (Dex)
Speed: 30 ft
AC: 20 (+2 size, +6 Dex, +2 natural)
Attacks: None
Damage: None
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Fiddling
Special Qualities: Immune to enchantment magic, SR 16
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 23, Con 16, Int 10, Wis 18, Cha 17
Skills: Escape Artist +9, Listen +8, Perform (dance, melody, strings) +14
Feats: Dodge
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 1-3 HD (Tiny)

Description
Faerie fiddlers are icons of fey society, living as individuals among other faerie communities. Fiddlers exist to protect other fey, and make the world more pleasant to them.
Faerie fiddlers resemble ancient, tiny human males in somber, archaic dress. They always carry around with them a tiny, exquisite fiddle (or similar stringed instrument). They keep in good spirits despite their serious clothing, and are amazingly spry and lively for such skinny folk. Faerie fiddlers speak Common, Elf, Gnome, and Sylvan, as well as the languages of any nearby humanoid communities.

COMBAT
Faerie fiddlers never start a fight, but when attacked they begin to dance and caper about. These constant movements help provide the fiddler with his high armor class. Fiddlers never fight with weapons, and when confronted with an opponent immune or resistant to his magic, the fiddler will flee if no other fey are in danger. Faerie fiddlers will lay down their own lives to save other fey.
Fiddling (Su): Faerie fiddlers can play magical tunes on their instruments, both for enjoyment and combat purposes. Any of these effects can be resisted with a Will save (DC 14). The tunes can be played with subtlety, such that the listener may not be aware of the sonic attack. All of these songs can be played by the fiddler at will, so long as there is no magical silence in the area.
* Song One: The first song of the fiddler is a common dance melody that eliminates hunger, thirst, or fatigue for all who hear it, so long as they are dancing. If a listener has the perform (dance) skill, he can fight opponents in combat, while dancing.
* Song Two: The second song of the fiddler is a defensive spell, used if the fiddler or his friends are threatened with harm. With this song, the fiddler can affect one target per round within 30 feet with an Otto's irresistible dance spell. This effect is usually used to immobilize opponents, and to cover escape from combat.
* Song Three: The most powerful tune of the fiddler is reserved for someone who truly offends faerie sensibilities; someone who refuses to dance with them, denies the existence of faeries, or tries to cheat a faerie in some way can expect to have this song used on them. This tune can only be played once per month, and then only on the night of a full moon. This tune eliminates fatigue like the first tune, but also has an effect on the target much like an exaggerated time stop spell. For every hour the target spends dancing, a year will pass by around them, and the lack of fatigue makes the target capable of dancing for a long time. The nature of the enchantment of this tune is such that the victim will be unaware of what is really happening if they are not familiar with the effect, and the victim can only make a saving throw by conscious desire to resist.
Immune to Enchantment Magic (Ex): Faerie Fiddlers are immune to all spells and effects of the enchantment school.

The faerie fiddler first appeared in Dragon Magazine #206, and later in the Monstrous Compendium Annual Three.

GRAIN NYMPH
Medium-Size Fey
Hit Dice: 3d6+3 (16 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: None
Damage: None
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, intoxication, marking
Special Qualities: Animal friendship, SR 21
Saves: Fort +1, Ref +5, Will +8
Abilities: Str 10, Dex 14, Con 13, Int 16, Wis 16, Cha 20
Skills: 48 Animal Empathy +10, Escape Artist +6, Heal +8, Hide +15, Knowledge (nature) +7, Listen +9, Move Silently +8, Profession (farmer) +7, Sense Motive +8, Spot +9
Feats: Alertness, Dodge, Iron Will, Toughness
Climate/Terrain: Temperate and warm plains
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium-Size)

Description
Grain nymphs make their homes among the cultivated fields of farmers. They appear similarly to their woodland sisters, females possessing extraordinarily intoxicating beauty. These nymphs all have blond, literally corn silk hair that resembles the grains of their field.
Grain nymphs are a rare type of fey, in that they have adapted to humankind, and have formed a symbolic relationship with them. These nymphs only live in fields of farmers who treat their crops with the utmost love and care. In return, the nymph causes the grain to spring full and strong, and at double the usual harvest. Protected fields do not suffer from droughts or flooding. Grain nymphs speak Sylvan, Common, and Elf.

RED CAP
Small Fey
Hit Dice: 5d6+15 (32 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: 2 claws +7 melee, bite +2 melee; or quarterstaff +7 melee; or rock +5 ranged
Damage: Claw 1d6+4; bite 1d4+2; or quarterstaff +4; or rock 1d4+6 and special
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Rocks
Special Qualities: Weapons immunity, susceptible to turning (vulnerability)
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 18, Dex 14, Con 17, Int 16, Wis 17, Cha 13
Skills: Bluff +7, Escape Artist +8, Hide +11, Intimidate +9, Jump +9, Listen +10, Move Silently +9, Search +6, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Power Attack

Climate/Terrain: Temperate forest and underground
Organization: Solitary
Challenge Rating: 4
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 6-10 HD (Small); 11-15 HD (Medium-Size)

Description
Red caps are mischievously murderous relatives of leprechauns, and the most physically powerful of fey. Red caps do resemble leprechauns, though they are large and muscular and stand four feet tall. These fey are irredeemably evil, and live in abandoned castles and towers, from which they drop rocks onto unsuspecting passersby. They wear similar hats and clothing to leprechauns, and dye their hair and caps red with their victims' blood, hence their name. Red caps speak Sylvan.

Brownie
Tiny Fey
Hit Dice: 1/2d6 (1 hp)
Initiative: +4 Dex
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Short sword +6 melee (1d3-2/19-20)
Full Attack: Short sword +6 melee (1d3-2/19-20)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Awareness, domestic animal empathy, low-light vision
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 5, Dex 18, Con 11, Int 14, Wis 13, Cha 15
Skills: Craft (leatherworking) +6, Craft (metalworking) +6, Craft (woodworking) +6, Escape Artist +5, Hide +13, Listen +5, Search +5, Spot +5, Survival +5
Feats: Dodge (B), Weapon Finesse
Environment: Temperate plains
Organization: Tribe (4-16)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful good
Advancement: 1-3 HD (Tiny)
Level Adjustment: +3

This being looks like a tiny elf with brown hair, blue eyes, and pointed ears. It is dressed in brightly colored clothing covered with many pockets and decorated with gold trim and stands no more than 2 feet tall.
Description

Brownies are a rare, shy folk that tend to form small tribes and reside in serene, bucolic regions. Related to, but slightly smaller than, regular Halflings, some believe the shy and timid brownies may be a cross between Halflings and pixies. They are generally friendly to dwarves, elves, humans and Halflings and are excellent craftsmen when it comes to repairing leather, metal, and wooden goods. When encountered under friendly circumstances, lawful good characters receive a +4 circumstance bonus on Charisma or Diplomacy checks when dealing with brownies.

Brownies typically make their homes in small burrows or abandoned shelters near active farms. They do not eat meat but subsist quite comfortably on the leftover grains and fruit that they scavenge from harvested fields. They will occasionally milk a nearby farmer's cows to obtain milk as well. Being honest almost to a fault, they will perform small services in exchange for what they take.

Some brownies will actually take up residence within a farming family's dwelling, if they believe the family to be of a high moral fiber. While the family sleeps, the brownie will perform helpful tasks as payment in return for the shelter and food he has received. These may include simple repairs, baking bread, protecting livestock, spinning thread, or any other minor but meaningful tasks. If an intruder were to enter the house, the house brownie will make sure they make enough noise to wake their landlord.
Brownies prefer that no notice be taken of them. In fact, if residents brag about the presence of a brownie, it will leave.
Brownies are by no means greedy, but have been known to hoard small treasures they have received as gifts or taken from evil creatures. Brownies typically leave these where a good-aligned person in need is likely to discover them.
The local brownie population will constantly observe any strangers or outsiders of the community. If the individual cannot be considered harmless, the brownies will work together to harass the individual to leave.

Brownies are extremely knowledgeable about their local region and can make excellent guides. If asked politely, there is a 50-50 chance a brownie will agree to do so.
Brownies speak Common, Elven, Halfling, and Sylvan.
Combat

Brownies are peaceful, pleasant creatures and are likely to attack only when threatened. When the homeowner in whose abode they dwell is threatened, brownies usually remain hidden and rely on their spell-like abilities to intimidate and harass. Brownies typically carry short swords for personal protection.

Awareness (Ex): Brownies cannot be surprised.

Domestic Animal Empathy (Ex): Domestic animals have a starting attitude of friendly towards brownies.

Spell-Like Abilities (Sp): Brownies can use the following spell-like abilities once per day: confusion, continual flame, dancing lights, dimension door, mirror image (3 images), protection from evil, ventriloquism. Brownies are treated as first level with respect to caster level.

Brownies as Characters
A brownie character exchanges its 1/2 HD of fey for its first class level, so a 1st-level brownie sorcerer, for example, has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer's skill points and class skills.
Brownie characters possess the following racial traits:
- -6 Strength, +8 Dexterity, +4 Intelligence, +2 Wisdom, +4 Charisma.
- Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
- A brownie's base land speed is 20 feet.
- Low-light vision.
- +6 racial bonus on Fortitude saves and a +4 racial bonus on Will saves.
- Racial Feats: A brownie receives Dodge as a bonus feat.
- Special Attacks (see above): Spell-like abilities.
- Special Qualities (see above): Awareness, domestic animal empathy.
- Automatic Languages: Common, Elven, Halfling, Sylvan. Bonus Languages: Dwarven, Gnome.
- Favored Class: Sorcerer or Rogue.
- Level Adjustment +3.

Killmoulis
Diminutive Fey
Hit Dice: 1/2d6 (1 hp)
Initiative: +2 Dex
Speed: 25 ft. (5 squares)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Short sword +6 melee (1d2-5/19-20)
Full Attack: Short sword +6 melee (1d2-5/19-20)
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Awareness, domestic animal empathy, low-light vision
Saves: Fort +0, Ref +4, Will +3
Abilities: Str 1, Dex 14, Con 11, Int 10, Wis 13, Cha 13
Skills: Craft (any two) +4, Hide +14, Listen +5, Search +4, Spot +5, Survival +5
Feats: Weapon Finesse
Environment: Any (human areas)
Organization: Solitary or family (2-3)
Challenge Rating: 1
Treasure: Standard coins; no goods; no items
Alignment: Usually neutral or chaotic good
Advancement: 1-3 HD (Diminutive)
Level Adjustment: -
This being looks like a diminutive elf with a disproportionately large head and nose.

Description
Killmoulis are under a foot tall and are generally found in human settlements wherever foodstuffs are stored, handled, or prepared. They create homes for themselves under floors, above ceilings, or in the walls or crawlspaces of the buildings they inhabit. A distant relative of the brownie, Killmoulis are also nocturnal scavengers that excel at hiding. Unlike their cousins, however, Killmoulis are omnivorous and are not as selective as brownies when it comes to collecting scraps for eating. Good-aligned Killmoulis behave in the same manner as house brownies.
Killmoulis speak Common and Sylvan.
Combat

Killmoulis are peaceful, shy creatures that are likely to attack only when directly threatened. They usually carry short swords for personal protection.
Awareness (Ex): Killmoulis cannot be surprised.
Domestic Animal Empathy (Ex): Domestic animals have a starting attitude of friendly towards Killmoulis.

Killmoulis as Characters
A Killmoulis character exchanges its 1/2 HD of fey for its first class level, so a 1st-level brownie sorcerer, for example, has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer's skill points and class skills.
Killmoulis characters possess the following racial traits:
- -10 Strength, +4 Dexterity, +2 Wisdom, +2 Charisma.
- Diminutive size. +4 bonus to Armor Class, +4 bonus on attack rolls, +12 bonus on Hide checks, -12 penalty on grapple checks, lifting and carrying limits 1/4 those of Medium characters.
- A killmoulis' base land speed is 25 feet.
- Low-light vision.
- Special Qualities (see above): Awareness, domestic animal empathy.
- Automatic Languages: Common, Sylvan. Bonus Languages: Dwarven, Elven, Gnome, Halfling.
- Favored Class: Sorcerer or Rogue.
Suggestions for Using Brownies in Your Game:
- Several months after its construction, the stronghold of a party of good-aligned player characters may become infested with brownies. Characters may notice strange events (warm bread ready and waiting for them in the morning, repairs made to their armor, their weapons polished, etc.), but may not be able to locate the source.
- After performing a task or favor for some other fey creature, the grateful fey may send a brownie or Killmoulis to live with one of the PCs as a reward for their service.
- A brownie may have discovered and run off with a rare magic item, in hopes of eventually giving it a person in need. The first problem is that the item was lost by a powerful evil character that is actively searching for it. The second problem is that the brownie was actually a PC's house brownie.
- The players come into conflict over an issue with a good-aligned NPC. While confronting the NPC at his own domicile, the NPC's house brownie stands ready to defend his landlord if the PCs get out of hand.
- 1-2/3 cups sugar, 3/4 cup melted butter, 2 tablespoons water, 2 eggs, 2 teaspoons vanilla extract, 1-1/3 cups all-purpose flower, 3/4 cup baking cocoa, 1/2 teaspoon baking powder, 1/4 teaspoon salt, 3/4 cup chopped nuts. Stir first three ingredients together. Stir in eggs and vanilla. Combine and mix flour, baking cocoa, baking powder, and salt in a second bowl. Combine both bowls together and mix well. Stir in nuts last. Put it all into a greased 13x9 inch baking pan and cook at 350 degrees F for 20 minutes. Top them off with powdered sugar, peanut butter and mini-marshmallows, or frosting and chopped nuts. Gamers love 'em.
The Brownie and Killmoulis creatures are based on popular folklore.

Wild Brownie
Diminutive Fey
Hit Dice: 1/2d6 (1 hp)
Initiative: +3 Dex
Speed: 20 ft. (4 squares)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +0/–16
Attack: Spear +7 melee (1d3–4) or bow +7 ranged (1d2–4)
Full Attack: Spear +7 melee (1d3–4) or bow +7 ranged (1d2–4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison use
Special Qualities: Awareness, wild empathy
Saves: Fort +0, Ref +5, Will +3
Abilities: Str 2, Dex 17, Con 11, Int 10, Wis 13, Cha 12
Skills: Climb +8*, Craft (any one) +2, Hide +16, Jump +4*, Listen +5, Move Silently +10*, Spot +5, Survival +5
Feats: Dodge (B), Weapon Finesse
Environment: Temperate forest
Organization: Pair, party (5-9), or tribe (10-100)
Challenge Rating: 1/6
Treasure: 25% coins, 150% goods, standard items
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +0

Like a tiny wild elf, this creature is slender and humanoid with tan skin. Its eyes are slanted and dark, its black hair wild and laden with decorative twigs and feathers. The hide of a field mouse, skull intact, serves as a cloak and the being sports a fur tunic and boots.
Wild brownies, also known as the Killmenach, are unpredictable fey that dwell in the deep forest among sylvan creatures. Much like the grugach are technological throwbacks when compared to elves, so too are the wild brownies very different from their civilized cousins—the Killmoulis. They are clannish and tribal, given to waylaying travelers for sport as much as loot. Victims of such sport are rarely permanently harmed.
An adult wild brownie is about 6 inches tall, weighing less than a pound. They wear furs, leathers, and plant materials for clothing and favor natural colors that aid in hiding. Wild brownies live a nomadic, hunter-gatherer lifestyle, one tribe claiming a wide territory in which they brook no intrusion by non-sylvan folk.

Strangely, wild brownies can be found in the service of more civilized fey and elves. Such tribes act in accordance with the law of their masters (if any), but still try to get away with as much mischief as possible. This latter tendency is especially true when the Killmenach are dealing with creatures that are not fey or Elvish. Wild brownies also have a love for "civilized" foods and drinks, especially breads, sweets, beer, and other intoxicants. Some say this is how Killmoulis were first attracted to settle with and aid other creatures.
Wild brownies speak Sylvan, and a few know Elvish and/or Common.
Combat

Wild brownies attack with, stealth, poison, and overwhelming numbers. They prefer to use their bows from the cover of tree branches, attempting to snipe and hide again and again.
Awareness (Ex): Wild brownies cannot be surprised. This ability fails when a Killmenach is intoxicated.
Poison Use (Ex): The Killmenach coat their arrows and weapons with monstrous spider poison or a poison that causes unconsciousness like Drow poison. A wild brownie never risks poisoning when applying poison to a weapon, but still runs that risk when preparing poison with an appropriate Craft skill. See DMG Chapter 8 for more information on these poisons.
Wild Empathy (Ex): Wild animals have a starting attitude of friendly towards wild brownies.

Skills: Wild brownies use their Dexterity scores as modifiers for Climb and Jump skills. They receive a +4 racial bonus to Move Silently checks.
Wild Brownies as Characters
A wild brownie character may exchange its initial fey HD for its first class level. So a 1st-level wild brownie sorcerer, for example, has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer's skill points and class skills. Alternatively, the character may keep the fey HD and begin a character class at 2nd level. Wild brownies are often barbarians, druids, rangers, or sorcerers.
Wild brownie characters possess the following racial traits:
• –8 Strength, +6 Dexterity, +2 Wisdom, +2 Charisma.
• Diminutive size. +4 size bonus to Armor Class, attack rolls, +12 size bonus on Hide checks, –12 size penalty on grapple checks, lifting and carrying limits one-quarter those of Medium characters.
• A wild brownie's base land speed is 20 feet.
• Low-light vision.
• A wild brownie receives Dodge as a bonus feat.
• Special Attacks: See above.
• Special Qualities: See above.
• Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome, or Goblin.
• Favored Class: Sorcerer.
• Level Adjustment: +0.

From revised Tome of Horrors (3.5)

QUICKLING
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +7
Speed: 120 ft. (24 squares)
Armor Class: 19 (+1 size, +7 Dex, +1 natural), touch 18, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Dagger +9 melee (1d3-1, 19-20/x2)
Full Attack: Dagger +9 melee (1d3-1, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blur, damage reduction 5/cold iron, evasion, natural invisibility, low-light vision, uncanny dodge
Saves: Fort +0, Ref +10, Will +5
Abilities: Str 8, Dex 24, Con 11, Int 15, Wis 15, Cha 14
Skills: Bluff +7, Concentration +4, Craft (any one) +6, Escape Artist +12, Hide +15*, Listen +8, Move Silently +11, Search +7, Spot +8, Survival +5
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4) or band (4-11, plus one 4 HD leader)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 3-4 HD (Small)
Level Adjustment: +4

This creature looks like a small elf with large, pointed ears rising to points above its head. Its skin has a bluish tint and its hair is light. It is dressed in brightly colored clothing and wields a small, wicked-looking dagger. Believed to be the offspring of an elf and a brownie (see that entry), the Quickling is an evil faerie creature that hates all other races (especially the other fey races). How they came to be evil and malign is still a mystery, but legend speaks of the first Quicklings as being great sorcerers. Elven scholars believe these Quickling sorcerers unleashed some spark of the arcane that was never meant for mortal creatures.

Quicklings resemble small elves with large ears that rise to points above their heads. Their skin is pale blue to blue-white and hair is either silver or white. They prefer clothes of bright and boisterous colors; reds, yellows, silvers, blacks, and blues are among their favorites.

Quicklings never wear armor.

Quicklings speak Common and Sylvan. Both are spoken so quickly that even those able to speak one of the languages
may still find it difficult to converse with a Quickling. Because of their rapid metabolism, Quicklings reach adulthood by the age of 2, middle age at 5, old age at 12, and venerable at age 15.

Combat
No creature can match the natural speed and agility of a Quickling. It knows this, and uses its great speed to its advantage in combat. A Quickling often rushes an opponent, stabs it with its dagger, and then retreats out of melee range before an opponent can react.

Poison (Ex): Quicklings (usually only leaders of 3 or 4 HD) often employ daggers lined with poison extracted
from kava plants. This poison induces sleep in its victims. Kava Leaf Poison: Ingestion or injury, Fortitude DC 15; initial damage is sleep for 1 hour (as the spell of the same name); no secondary damage.
When a Quickling coats a weapon with this poison, the poison lasts for 1 minute or until it is touched or scores a successful hit. The Quickling may coat a single weapon with poison as a standard action.

Spell-Like Abilities: 1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13). Caster level 6th. The save DC’s are Charisma-based.
Blur (Ex): A Quickling that takes any action (other than a free action) in a round appears as a blur. This grants the Quickling concealment (20% miss chance).

Evasion (Ex): A Quickling’s rapid agility and speed allows it to avoid even magical and unusual attacks. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), it instead takes no damage. This ability only functions if the Quickling is wearing light or no armor. A helpless Quickling does not gain the benefits of evasion.

Natural Invisibility (Ex): A Quickling is effectively invisible (as the spell) when standing motionless. It loses this invisibility and remains visible (though blurred, see above) in any round in which it takes any action other than a free action.

Uncanny Dodge (Ex): A Quickling retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. This ability stacks with any other uncanny dodge the Quickling may have (such as that gained from the rogue class).

Skills: Quicklings have a +2 racial bonus on Listen, Search, and Spot checks. *They gain a +8 racial bonus on Hide checks in their natural environment.

QUICKLING as characters

-2 Str, +14 Dex, +4 Int, +4 Wis, +4 Cha

Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

Speed: 120 ft

low-light vision

Racial Hit Dice: A Quickling begins with two levels of fey, which provide 2d8 Hit Dice, a base attack bonus of ++1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.

Racial Skills: A Quickling’s fey levels give it skill points equal to 5 x (6 + Int modifier). Its class skills are Bluff, Concentration, Craft (any one), Escape Artist, Hide, Listen, Move Silently, Search, Spot, and Survival. Quicklings have a +2 racial bonus on Listen, Search, and Spot checks. *They gain a +8 racial bonus on Hide checks in their natural environment.

Racial Feats: A Quickling’s fey levels give it one feat. A Quickling receives Dodge, Spring Attack, and Weapon Finesse as bonus feats.

+1 natural Armor

Damage Reduction 5/cold iron

Poison (Ex): Quicklings (usually only leaders of 3 or 4 HD) often employ daggers lined with poison extracted
from kava plants. This poison induces sleep in its victims. Kava Leaf Poison: Ingestion or injury, Fortitude DC 15; initial damage is sleep for 1 hour (as the spell of the same name); no secondary damage.
When a Quickling coats a weapon with this poison, the poison lasts for 1 minute or until it is touched or scores a successful hit. The Quickling may coat a single weapon with poison as a standard action.

Spell-Like Abilities: 1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13). Caster level 6th. The save DC’s are Charisma-based.

Blur (Ex): A Quickling that takes any action (other than a free action) in a round appears as a blur. This grants the Quickling concealment (20% miss chance).

Evasion (Ex): A Quickling’s rapid agility and speed allows it to avoid even magical and unusual attacks. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), it instead takes no damage. This ability only functions if the Quickling is wearing light or no armor. A helpless Quickling does not gain the benefits of evasion.

Natural Invisibility (Ex): A Quickling is effectively invisible (as the spell) when standing motionless. It loses this invisibility and remains visible (though blurred, see above) in any round in which it takes any action other than a free action.

Uncanny Dodge (Ex): A Quickling retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. This ability stacks with any other uncanny dodge the Quickling may have (such as that gained from the rogue class).

Level Adjustment: +4

Grand Lodge

Female Arctic Elf (Avalonian) Arcane Magic User 5 (Boreal Ice Wizard/SnowCaster) Intense Spells (+2 dam).; Listen +6/Spot + 9 <Exp - 19620>

Its probably either a Brownie or a sprite, could have been a booka but it was using invisibility as the spell so I doubt the brownie unless it had training as sorceror and ranger, which would explain a stag animal companion. however, its just a guess. If so, its not evil, just a prankster. I did not get a very good look at it before it ran away after casting. After all, I was in the middle of being "cut down to size", literally.

Knowledge Local to recognize its type: 1d20 + 7 ⇒ (17) + 7 = 24

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8


Male Half-Orc Cleric of Groetus (Lvl 1)

Caan looks obliviously at Autumn (clearly not familiar with fey), then at the woods the stag ran off into.

"Are we chasing it then? That snowbank looks pretty deep!"

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12


Retired to Taldor?

A brownie or a sprite? So that's what those little bastards were listing to Autumn's explanation Seamus nods his head in agreement with Caan as he asks if they were going to give chase. Returning to the bay so he could lead the horse along, whatever they decide. Realizing that Autumn was now too small to traipse through the snow, Seamus asks her. "Autumn, would you like to ride the horse, I mean until you return to, well. you know, full size?"


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

Sparhawk seems confused by Autumns answer, but when she says it attacked her, he takes a shot at it as he moves forward.

attack: 1d20 ⇒ 4


Male Human Rogue6/Clr1 Current Map

Caan would at best get 20' into the snow after the stag. Sparhawk's arrow flies off into the trees as the little creature casts again this time at Sparhawk. Make a DC 15 Will Save Sparhawk. Then the stag moves off into the woods where it can no longer be seen.


Male Human Magus (Bladebound Eldritch Scion of Destiny) 2; HP 20/20, Init +0, AC 15/FF 15/T 10; F5+4, R +0, W +3; Per +4; CMB +4 CMD 13

Will save: 1d20 + 2 ⇒ (19) + 2 = 21

Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21

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