妖精王国的族裔 The FOLK of the FAERIE KINGDOM by Vince Garcia
- 《魔物大全（FIEND FOLIO tome）》；MM
- 《怪物图鉴 （Monster Manual）》； MM2
- 《怪物图鉴2（Monster Manual II）》。[The AD&D 2nd Edition Monstrous Compendium was produced after this article was written, but it may be consulted for details.]微蛉精（MM2）
在穿越森林的途中，一个树精接近队伍并要求他们攻击某个小型地精部落。地精部落在她的树附近的一座丘陵山上筑起了防御工事。如果冒险团体有点不情愿帮忙，树精甚至有可能用她的魅力说服队伍的男性首领，但她不会偷走这位男性。[See also “The Ecology of the Dryad,” in DRAGON issue #87, and “Hooves and Green Hair,” in DRAGON issue #109
, for more information on dryads.]妖精龙（MM2）
在山脚下安营扎寨之后，整个队伍听到了考芮精长笛发出的怪异而美妙的声音。在调查中，PC们爬上一座小山，观察四个考芮精在树木繁茂的山谷里围着篝火玩耍和跳舞。如果小队立即离开，他们不会受到伤害。但如果他们继续观察下去……[See also “The Ecology of the Korred,” in DRAGON issue #119, for more information.)小矮妖（MM）
正是小矮妖对贵重物品的热爱和囤积，常常使他们对那些觊觎他们财富的人的贪婪采取防御措施。因此，据说所有的小矮妖都埋藏了一个或多个装满黄金、珠宝和其他物品的罐子（价值1d100 * ldl00 gp）。这些藏品通常包括魔法戒指、药水或卷轴。据说抓到一只小矮妖的人可以强迫他说出宝藏的下落。然而，捕捉一只小矮妖是很困难的，因为小矮妖能说会道、精力充沛，并且善于使用对他们有利的隐形术和幻术。有些人甚至可以将松果和石头变成黄金或珠宝，以换取自由（总价值为100gp），尽管这些造物在一天后会恢复其原始形态。据说，一个杀死小矮妖的人会带来灾难，因为据报道，坏运气的诅咒会降临到这些角色身上（在赎罪之前，所有的豁免都-2）。
一个小矮妖发现了他梦寐以求的一件有价值的小物品，高兴地从小径边靠近冒险者，开始闲聊，直到他接近了他想要的东西。然后，他抓住它（视为10级盗贼的试图扒窃），随即在一瞬间消失在森林中。冒险队伍可以哄小矮妖出来或者跟着他来到他的巢穴，在那里他们可以观察其他同类的舞蹈，并被邀请参加舞会——发现舞会结束时已经过去了一年。[See also “Huddle Farm,” in DUNGEON Adventures issue #12, for another set up involving a leprechaun.]皮克精（MM）
当小队休息过夜时，一个发现他们存在的半羊人试图哄骗守卫者入睡并拿走一些财产。无论他是否成功，该小队可能会追踪半羊人来到他用作巢穴的一座古老神庙，在那里半羊人得到了一位被魅惑的阿耳特弥斯的德鲁伊的帮助。[See also “The Ecology of the Satyr,” in this issue, and “The Chest of the Aloeids,” in DUNGEON Adventures issue #21, for more on satyrs.]小妖精（MM）
妖精女皇 The Faerie Queen
剧透 - :
Some of the most fascinating creatures within the AD&D game include the diminutive and magical faerie folk. And while their place within any number of outdoor adventures should be guaranteed, fairies rarely appear in campaigns. One reason, perhaps, is that the faerie folk do not lend themselves easily to adversarial encounters. Orcs, ogres, dragons and the like are easily cast in such roles, but the reclusive faeries require more thought on their handling.
To offer the DM a few ideas on making greater use of these creatures, a brief ecology of each type of fairy follows, along with an idea on how it might be encountered in the travels of an adventuring party. Abbreviations used in each brief ecology are: FF-FIEND FOLIO tome. MM-Monster Manual; MM2-Monster Manual II. [The AD&D 2nd Edition Monstrous Compendium was produced after this article was written, but it may be consulted for details.]
Atomie (MM2). The typical atomie resembles a 1 ft-tall, lanky humanoid with greenish skin and a narrow head whose dominant feature is a pair of oversized, green-pupiled eyes. Atomie attire is simple, yet practical: a skirt made of plant fiber. Atomies often carry small crossbows or spears. These frolicsome creatures are found in mountain lowlands within pleasant, green meadows, usually near large oaks and a pond, stream, or other water source. Within the hollows and branches of the great trees they favor, atomies build comfortable chambers and stout tree houses in which they sleep during the hours of daylight. These outer dwellings are almost always camouflaged to hide their presence from observers below. At other times, when there is a lack of large trees, atomies may build underground burrows with entrances through the hollow trunks of trees.
At dusk, the atomies awaken and spend the evening gathering food or frolicking about in the moonlight. The eyesight of these creatures in darkness is comparable to that of normal creatures in daylight. Atomies greatly resent the intrusion of strangers (excepting their cousins, the grigs) into their meadows, and they usually make a combined attack to drive away unwelcome guests by summoning a horde of mosquitoes, flies, ants, and other bothersome insects, followed by a meeting with nearby animals - wild cats, badgers, raccoons, bears, etc. The atomies themselves may attack with their small weapons, making good use of their invisibility, pass plant, and blink powers.
Set up: On the first leg of a trek into the mountains to find the lair of a green dragon, the adventurers make camp in a small meadow as dusk approaches. As dinner is prepared and night falls, the
party is set upon by a voracious horde of stinging, biting insects that chase off the horses (which were believed to be securely staked down), then turn on the PCs, possibly causing the group to abandon equipment (which is not to be found upon later search) as it retreats to safety and seeks the recovery of the steeds.
Boggart (MM2). It is said by some that boggarts begin as buckawns who, turning to evil at death, fall into this transitional state between their previous lives and the ultimate form of a will o' wisp. Whether true or not, the malevolent boggarts are a serious danger for parties traversing dark forests or swamps (the boggarts' preferred hunting grounds). The sly creatures, who sometimes band together in small groups for protection, frequently approach travelers in their humanoid form, offering their services as guides through the lands with which they are familiar. Those accepting this assistance are led immediately into some sort of trap, for the creature cannot retain a single form for long. The boggarts may lead their charges to several hidden confederates, who attack with their ability to cause confusion, or they may drive the PCs into pits or ensnare them in nets.
In their semi-undead form, boggarts require not only the life-force of living creatures, but meat as well to survive. Thus, the primary attack of the boggart is through a touch that delivers an electrical charge. The waning life-force of the attacked creature strengthens the boggart, giving it 1 HD for each two levels of a human or humanoid it manages to slay. Upon reaching a total of 9 HD, the boggart leaves behind its immature form and becomes a full-fledged will o'wisp. Falling short of this in a battle, the boggart devours its prey to nourish its corporeal body. A less-popular mode of attack is made by discharging a small lightning bolt every other round. While this may suffice to obtain meat, the boggart does not absorb the life energies of its prey if this
attack is used.
Set up: While trying to find their way out of a marsh, the adventurers meet up with a shabbily dressed halfling who volunteers to lead them out in return for a week's rations. He then takes the group into an area of quicksand, where two other boggarts and a mature will o' wisp wait to attack.
[See also “The Rotting Willow,” in DUNGEON Adventures issue #5, for another boggart set up.]
Booka (FF). A popular legend, not given much credence by sages, is that booka are the spirits of scullery maids who were lax in their duties during life. Perhaps this story came about through the booka's habits, which include a curious devotion to secret, nocturnal cleaning and straightening of the homes of those of good disposition.
For whatever their reasons, these helpful, inoffensive, spritelike creatures have been encountered virtually everywhere, from forests and fens to large cities. In return for taking up lodgings in the eaves or attic rafters of a home, the shy booka (acting only when things are dark and the inhabitants are asleep or away) do such things as sweep, polish, and mend. They ask nothing else in return, although persons aware of their presence do well to leave small snacks for them, which are eaten, and the plates washed and put away afterward. Booka are so shy that it is said that if an occupant of a home so visited tries to find or catch them in the act of cleaning, they will immediately depart and will not return.
Set up: Soon after a PC builds a house, she is informed by the DM that an unknown being is apparently picking up and cleaning the residence while the character is asleep or out adventuring. The unknown "being" is a pair of booka, who will continue to do so unless they are actively sought out.
Brownie (MM). These halflinglike faeries dwell most often in isolated lowland meadows often bordered by forests or groves. Brownies are shy creatures; their hidden dwelling places are somewhat of a mystery, although it is believed that the clandestine creatures reside in comfortable ground burrows.
Unlike some faeries, brownies do express a curiosity about strangers in spite of their shy nature, observing passers-by from a state of invisibility or concealment. They appear to be particularly well disposed toward small groups including elves or halflings. In such cases, there is a 20% chance they will cautiously advance and try to make friends. At other times, when they are less eager to make their presence clearly known, brownies secretly make themselves useful by repairing equipment or mending leather goods as the owners of the goods sleep.
When a group of PCs makes friends with brownies, the group will find the faeries extremely friendly and helpful. Brownies offer their services as guides through the areas they know in such cases. It has even been known that a particularly adventurous brownie has left his home and attached himself to an elf or halfling of good alignment, willingly accompanying the character on one or more
As a general rule, when faced with adversaries, brownies do not often fight. Instead, they use their abilities to hide or escape, resorting to a small sword only as a last resort.
Set up: Making camp in a small meadow, the adventurers awaken the next morning and discover that someone has mended a broken saddle stirrup and polished a rusty suit of chain mail during the night. Depending on the party's actions, it may be possible to coax the shy brownies into the open.
Buckawn (MM2). Long ago (some bards say), after Rhiannon, Queen of the Faeries, created the faerie folk, she received gifts from her children. From the leprechauns, she was given a fiddle and flute that would play themselves. The sylphs gave her a pair of wings. The elves gave her magic and poetry. And when their turn came, some of the brownies offered up gifts from the forest - fruits, nuts, wreaths of holly, and a magical oaken ring conferring power over the grass and trees. Other brownies stepped forward with nothing, and Rhiannon asked why they bore no gift. To this they answered that their gift was the love they had, for her. The first brownies jeered at their brothers, but Rhiannon was pleased with their answer, and turned with displeasure to those who had mocked them. These jeering brownies withered and became buckawn.
Buckawn are a selfish and xenophobic form of brownie. Their usual habitat is similar to that of their cousins, although they favor more isolated mountain meadows where they are less likely to be disturbed. Unlike the curious and friendly brownies, buckawn resent any intrusion into their territory; travelers who do so may face attack initially by a horde of summoned insects, then by the poisoned darts of the buckawn. Failing this, the buckawn may use their magical powers and cunning to steal small goods or cause mischief.
Set up: Arriving at a green meadow at one side of an isolated mountain lake, the adventurers make camp. That evening, a hidden buckawn uses a dancing lights spell to cause a guard to investigate a
small, glowing light in a bush. In the meantime, invisible buckawn quickly rummage through the party's baggage, making off with coins, gems, and equipment. An insect attack follows shortly thereafter.
Dryad (MM). One legend of the druids is that the Queen of Faeries planted many gardens during the worlds creation. At the center of each grew a great tree holding a seed of Rhiannon's essence. The
physical manifestation of this essence was the dryad, a tree nymph watching over the garden. Whether this tale is true or not, most druids look upon dryads as the spiritual essence of a forest. As such, they are sacred, and no druid will allow a dryad to come to harm.
Perhaps as a result of Rhiannon's mothering of the forest, dryads are somewhat lustful. They are known to seek mates from human and demihuman males of exceptional beauty. Those falling prey to
the charm of a dryad have reported sinking into a fog to become one with the forest around them, seeing and feeling all that befalls it. This sensation was reported to last up to several years, after which the male was returned to the world in possession of exact knowledge regarding the forest in which he was captured.
Some stories suggest that a tie between the dryad and her consort remain after this. One legend is told of a ranger who was summoned from a great distance by a dryad to fight against a black dragon that had taken up residence in her forest and frightened its usual inhabitants.
At other times, dryads may not actively seek a consort but can aid an adventuring party if the forest is to be benefited by doing so. Thus, while dryads usually remain close by their trees, it is possible for them to traverse the length of their woods to lead helpers to a camp of enemies.
Set up: While traveling through a forest, the party is approached by a dryad who asks them to attack a small tribe of goblins that have fortified a hill near her tree. The dryad may even use her
charm power to help convince the dominant male in the fellowship to assist if his group seems reluctant, though she will not steal the male away.
[See also “The Ecology of the Dryad,” in DRAGON issue #87, and “Hooves and Green Hair,” in DRAGON issue #109, for more information on dryads.]
Faerie dragon (MM2). Among the most unusual of dragons is this mischievous creature, the origin of which has long been in doubt. Some believe the faerie dragon is merely an unusual cousin of the
pseudo-dragon, while others believe it a creation of the Faerie Queen. Most of Rhiannon's druids, however, consider faerie dragons to be creatures usually native to the Realm of Faerie; just how
they get to the Prime Material plane is still a mystery. It is believed by some that faerie dragons are part of the Faerie Queen's troupe when she leaves her realm to visit some of her "children." These curious little dragons probably wander offfrom the gathering and merely forget to return home.
Having thereby found a new place to live, faerie dragons either frolic about for a time or spend a few days enjoying the sun. Eventually, they build lairs within the hollows or branches of large trees. As their sense of humor is foremost among their talents, faerie dragons often choose to dwell with a group of fun-loving pixies, increasing the effectiveness of their jokes on outsiders all the more.
Unlike others of dragonkind, faerie dragons do not covet large amounts of treasure. To be sure, they delight in sparkling objects such as jewels, but such treasures take second place to the faerie
dragon's first and greatest love-baked sweets. Just as leprechauns fancy fine wines, faerie dragons have sweet tooths that often prove to be too much for them. The lengths to which faerie dragons will go to get at these delights (pure honey for one, or baked apple pie, which is the ultimate) are legendary.
Set up: Having spotted a group of adventurers heading in the direction of a bee hive, a hungry faerie dragon casts a phantasmal force spell over the hive, causing it to appear as a chest. As an unsuspecting thief approaches and draws away the angry bees, the chuckling faerie dragon flies down to have a quick snack.
Gray elf (MM). The rarest of elves, gray elves have been traditionally known as faeries. This may be less for their similarity to traditional faerie creatures and more for their mystique, rarity, and beauty. Most of these elves trace their origin not to the Queen of Faeries, but to other deities, casting doubt that they should be linked with the faerie folk. Yet there are a few ancient legends asserting that at the dawn of time, a goddess created a race of immortal elves very similar to the gray elves, but possessing vastly different and more powerful magics. These elves fell
from grace, the legends state, and became the mortal gray elves of today. Perhaps it is from these ancestral elves that the linking to the faerie folk comes.
Set up: Many weeks from home, in a magical and unexplored forest they've discovered, the fellowship comes upon the ancient ruins of a beautiful stone city of elven design. Archaic lettering within a temple offers clues where artifacts and documents may be found.
Grig (MM2). Grigs are an unusual but good-natured sort of sprite with an insectoid appearance. Just how they acquired legs similar to those of a grasshopper has always been a mystery. Some believe grigs are not actually faeries but came about through the experimentations of some wizard. Others believe their appearance can be traced to some transgression against the Queen of Faeries. Still others consider their appearance an example of Rhiannon's sense of humor. The grigs themselves, however, seem neither to know or care, spending their lives contentedly frolicking about pleasant lowland meadows, often with a colony of atomies. Their dwelling places are similar to those of the atomies, although grigs often prefer building small, comfortable hollows in the sides of small hills.
Unlike atomies, the usually friendly grigs are prone to play jokes. A group of adventurers who wander into an area where grigs reside is as likely to be the butt of a prank as it is to get a friendly greeting.
Grigs usually spend the daylight hours asleep in their hollows, venturing forth at night to gather mushrooms (their favorite food), or to play and dance. On this last note, it is said that only the renowned leprechauns are able to put on a more splendid fiddle performance.
Set up: Making camp in a small forest, the party begins cooking dinner but is distracted by a whistling emanating from a bush (actually a ventriloquism effect from an invisible grig). While the party's attention is momentarily diverted from the food, a few invisible grigs make off with dinner and any other small items left in the open. As the group begins a fruitless search, the grigs carefully replace the items, have a good laugh on the party's rediscovering them, and make their presence known. If the group laughs along with them, the grigs spend the evening with them, subjecting at least one of the fellowship to Otto’s irresistible dance.
Killmoulis (FF). Some doubt killmoulis are actually faeries, for they appear to possess no innate magical abilities as do the rest of the faerie folk. The small size and behavior of the killmoulis, however, are similar enough to other faeries that the common people accept them as such.
Killmoulis dwell not in isolated wooded areas, but in cities and townships in or near mountains or forests. For reasons unknown, they prefer lairing in locations where industry or technology may be
found, such as in lumber or flour mills. As do the booka, killmoulis make themselves helpful by mending, polishing, or cleaning items, or killing small rodents. In return for these gestures, they appropriate whatever foodstuffs are handy.
Like the booka, killmoulis are shy and retiring, hiding in rafters and beneath floorboards. Unlike the former creatures, however, they appear to be less likely to move on if discovered, and are more prone to playing jokes. Likewise, if disturbed, the killmoulis do not leave the area of their lair, but fight back with increasingly baneful tricks (depending on how actively others seek to root them out).
The greatest banes to these creatures are cats, dogs, and rats, all of which will kill and eat killmoulis on sight. When possible, killmoulis will slay these creatures, hiding the remains in secure places.
Set up: On passing through a small mountain town, the adventurers hear that the owner of the local lumber mill has offered a reward for someone able to exorcise "spirits" that haunt the place. Upon investigating, the party is told that small items have been disappearing and then showing up again the next morning. Food and drink left out in the open have vanished. In addition, the cat that was
once used to catch mice is nowhere to be found. If they hide themselves in the mill that evening, the PCs may catch sight of one of the creatures sharpening a saw, thus realizing that the situation is not baneful. The PCs may relay the information to the mill owner or may seek to rid the place of the creatures' presence - but not with ease.
Korred (MM2). Korreds are among the most unusual of the faerie folk, uniquely possessing both great strength and powerful magical abilities with natural stone. Their origin is, of course, traced to the Queen of Faeries. One song of the bards claims the korreds were created when Rhiannon and her troupe visited a forest. Some dwarves, hoping to observe the faeries' dance, had hidden themselves around the glen where the Faerie Queen held court. Discovering their presence, Rhiannon turned them into cloven-hooved faeries, and the unlucky dwarves joined the get-together properly, dancing for the entire company's enjoyment.
Since then, korreds have proven to be some of Rhiannon's most privileged servants, frequently being sent by her to aid her druidic followers when they face some great struggle, or to fashion a druids' circle as a place for her druids to gather during special times of worship. Korreds are further said to roam the earth, observing its events and reporting them to their Queen.
Each seven nights, the korreds in an area gather in a secluded glen to play music and dance in Rhiannon's honor (which perhaps is a lingering penance for their original intrusion). Those who make the same mistake as they —— investigating something in which they have no part - must save vs. spells or join in the dance; druids of Rhiannon are immune to this sort of charm. Victims suffer 1-4 hp damage each round due to the dance's physical demands. The korreds maintain the dance for 3-18 rounds, then flee, leaving the intruders either dead or exhausted.
Those who attack the korreds face a tough fight and can count on little help from their charmed comrades. Even if the dance is interrupted, those charmed by the korreds remain disoriented for one
turn and are unable to take any action.
Set up: Having made camp in the foothills, the group hears the eerily beautiful sounds of korred flutes. Investigating, the PCs mount a small hill to observe four korreds playing and dancing around a roaring fire in a wooded glen below. If the party immediately departs, no harm will befall them. If they continue to watch, however . . . [See also “The Ecology of the Korred,” in DRAGON issue #119, for more information.)
Leprechaun (MM). The best known of faeries, leprechauns are some of the most fascinating of Rhiannon's creations. A legend claims that a group of halflings once sought to steal the Faerie Queen's treasure. Caught in the act, the tiny thieves pleased Rhiannon with a perform ance of storytelling, rhyme, and music, allowing themselves to continue living. As the Faerie Queen seems wont to do, the intruders were transformed into faeriesin this case, leprechauns.
These creatures are almost always encountered in the most idyllic of woodlands and meadows, and their most common dwelling places are hollows at the bases of large trees, about which are large patches of shamrocks. Renowned for their musical talents with fiddles (quite a few of which are magical), leprechauns have spawned many tales from humans who have observed the leprechauns dance and play around a roaring fire (where ale and food flow freely). A few legends relate that mortals invited to attend these feasts have found a year or more has passed when they left the gatherings, believing only a night had gone by! While usually quite good at keeping their presence hidden, one clue that leprechauns have passed through an area is the presence of faerie rings' circles of mushrooms and other fungi 10-20' wide that are left behind after a gathering of leprechauns have played and danced through the grasses.
Most often when leprechauns are met, the mischievous creatures either play a joke or else steal some small item of value. Nevertheless, there are tales of mortals who, having aided the little people - in some way, were rewarded with a portion of gold or a magical shamrock, which is sure to bring good luck (treat as a double strength luckstone). In all such cases, the reward was unexpected.
It is the leprechauns'love for and hoarding of valuables that has often caused them to be on the defensive against the greed of those who covet their treasure. As a result, all leprechauns are said to have buried one or more pots filled with gold, jewels, and other goods (value 1d100 X ldl00 gp). These caches often include magical rings, potions, or scrolls. It is said that one who manages to capture a leprechaun can force it to reveal the whereabouts of its treasure. Catching one, however, is difficult as leprechauns are glib, wiry, and skilled in using the powers of
invisibility and illusion to their benefit. Some can even turn pine cones and stones into gold or jewels in order to gain freedom (a total of 100 gp in value), although these creations revert to their original form a day later. And woe is said to follow one who kills a leprechaun, for reportedly a curse of bad luck befalls such characters ( -2 to all saving throws until an atonement is made).
If leprechauns have a weakness, it is a fondness for fine wines, especially those of halfling vintage. It is possible to coax a leprechaun into the open by tempting him with an uncorked bottle of fine liqueur.
Set up: Spotting a small item of value he covets, a leprechaun cheerfully approaches the adventurers from the side of a trail, making small conversation until within reach of the object he wants. He then makes a grab for it (treat as pickpocketing attempt by a 10th-level thief) and disappears in a flash back into the forest.
The party may be able to coax the leprechaun back out or follow him to his lair, where they may observe others of his kind in a dance and are invited to join in the fun - to find a year has passed at the dance's end. [See also “Huddle Farm,” in DUNGEON Adventures issue #12, for another set up involving a leprechaun.]
Pixie (MM). Pixies may be found in isolated sylvan woodlands at all elevations. Playful creatures, they bear no ill will toward anyone and are very curious folk as a general rule. The tricks for which they are famous are never calculated to do great harm, but are only meant to provide amusement or to lead enemies away. If forced to actually harm a creature, pixies (who are able to attack and remain invisible) employ small bows from a maximum distance of 30. Apart from the normal war arrow, there are two special ones they may use if the need arises, as noted in the Monster Manual.
Due to their ability to cast ESP and know alignment, pixies always know when an enemy is present. Likewise, they always know the best sorts of jokes to play. Pixies are particularly adept at creating an illusion of someone's heart's desire, only to have it melt away when touched. Those who heartily accept the pixies'jokes can often make friends with the little creatures after their initial pranks. These patient individuals are made guests of honor at pixie feasts of nuts and fruits.
Pixies usually dwell in small, balconied twig-houses that hang from the branches of large trees (although pixies in colder climates often place their homes in handy caves). They are certainly among the most magical of faeries, and pixie royalty is especially so. Pixie kings are said to be able to use one magic-user spell each of levels 1-7, while pixie queens may do likewise with druidic spells.
Set up: In a high mountain glen, the adventurers are discovered by a group of invisible pixies. While a fighter in the front rank catches sight of and climbs up to fetch a magnificent sword stuck high in a tree (an illusion, of course), a magic-user observes his dagger floating up just out of arms''reach. All hear the giggling voices of many small creatures. If the group handles the encounter with a sense of humor, the pixies can make up for the incident by providing information on ruins or a monster's lair the party seeks within the forest - after a proper period of feasting, that is.
Quickling (MM2). The most common legend regarding the origin of these baneful faeries is that they were once brownies who dabbled in magics best left alone. Some druids, however, tell a slightly different story - one which is tied to the creation of the buckawn (detailed earlier). Their legend states that, having earned the scorn of Rhiannon for mocking other brownies who pleased her, some of the buckawn rebelled against their chastisement and left the gathering of faeries. Upon their departure, these defiant brownies stole a book of dark magic brought to the Queen by the elves. Studying the book, they learned some of its secrets, and became the cursed and evil outcasts from the faerie folk they now are.
While scornful of other races, quicklings particularly hate all creatures of faerie (including gray elves), and they will not hesitate to attack them on sight. Druids, especially those of Rhiannon, are special targets of quickling wrath. It is said that these creatures will cooperate on a short term basis with evil races that seek to harm their enemies.
Set up: On their way to the lair of drow recently terrorizing other elves, the adventurers discover the surrounding woods are guarded by quicklings. These quicklings assist the drow in their fight against the nearby gray elves.
[See also “Encounter in the Wildwood,” in DUNGEON Adventures issue #19, for an encounter with a quickling-led band of monsters.]
Satyr (MM). Also known as fauns, satyrs are certainly accepted as faerie creatures, although it is universally acknowledged that they have no ties to the Faerie Queen. Instead, these faeries trace their creation to the Greek deity, Dionysus. These beings are most often found in grassy lowland meadows in areas where worship of the Greek pantheon of gods once flourished. Satyrs spend their time tending goats, making wine, frolicking, or just playing their wind pipes. Their favored dwelling places are old, abandoned temples to the gods, which they jealously protect from intruders.
Satyrs are both lustful and sometimes greedy, and have been known to charm attractive female humans and demihumans to be their consorts. Through the power of their bardlike piping, they may also cause creatures to sleep, thereafter filching a few valuables and making off to the safety of their lair.
Set up: As the group rests for the night, a satyr who has discovered their presence attempts to lull a guard to sleep and carry off some treasure. Whether or not he is successful, the party may trail the satyr back to an old temple he uses for a lair, where he is aided by a charmed druid of Artemis.
[See also “The Ecology of the Satyr,” in this issue, and “The Chest of the Aloeids,” in DUNGEON Adventures issue #21, for more on satyrs.]
Sprite (MM). Some believe sprites are cousins of the pixie race, although they are not as magically versatile as and are a bit larger than pixies, as well as more shy. It is a common myth that sprites, who are able to detect good/evil, slay evil creatures on sight. It is more typical of them to fire envenomed arrows at such intruders, putting them to sleep. The sprites then remove the creature's goods and leave the creature bound some distance away. Sprites have also been known to bring evil intruders to a local druid or dryad that they trust, leaving disposition of the sleeping prisoner to him or her. Only under extreme circumstances will sprites kill a helpless creature of any sort.
Sprites aren't much more enthusiastic over good creatures who venture close to their glens; they will almost always hide, resorting to their sleep arrows only if disturbed. Sleeping victims are then removed from the sprites'lairs (which usually consist of large hollows carved into great trees) in the hope they will go elsewhere upon awakening.
Set up: An adventuring party containing an evil character wanders too close to a meadow frequented by sprites. As a result, all are put to sleep by invisible archers. The good or neutral party members later awaken in a valley a mile away to find their comrade gone. They eventually discover the evil compatriot held securely by a nearby treant, whom they must deal with in order to free their companion.
Swanmay (MM2). More than one storyhas been told of a person who wandered into the land of Faerie and never more sought to return to the world of mortals. Swanmays are said to have originated in much this way. The most common tale is that swanmays were once maidens of pure heart who, after many adventures and encounters, made their way to the court of the Faerie Queen. There, they pleased
the Faerie Queen with either a story or song and were granted a wish, which (according to legend) was usually a request to remain within Rhiannon's enchanted realm. But alas, that is the one wish even the Faerie Queen cannot grant, for the Realm of Faerie is closed to mortals but for short visits. Instead, Rhiannon presented these mortal women with a token of some sort, a ring, magical feather, gown, etc. which granted the ability to become a beautiful swan. Many maidens thus honored have chosen, because of their love of nature, to remain in a forest as its protector and as a representative of the Faerie Queen.
Many people falsely believe that the enchanted item presented to the girl by Rhiannon also confers the knowledge and abilities of the ranger character class. It is true, however, that many of these maidens in their mortal form were themselves rangers before undertaking the journey to the Queen's court. Likewise, some swan mays with druidic powers have even been reported.
The gift is also thought to allow the swanmay, once each new moon, to enter the Realm of Faerie for a short time if she so desires. It is also said that those with no right to the item who use it to venture into Rhiannon's realm risk her unbridled wrath at such an intrusion.
Set up: Passing through a forest on their way back home, the adventurers are approached by a swanmay in human form. The swanmay advises them of the presence of a nearby tribe of orcs led by a
powerful witch doctor. The girl represents herself as a ranger or druid and asks the group to join her in overcoming this bane to the forest, keeping her true nature a secret if at all possible.
Sylph (MM). Sylphs are perhaps the rarest of faeries and are certainly among the most powerful with respect to their magical abilities. These gossamer-winged creatures of great beauty function as Rhiannon's messengers to her servants, delivering her pronouncements and summonings as well as carrying advice to her druids. Because of these duties, sylphs may enter and leave the Realm of Faerie at will.
More than once, sylphs have been known to aid good creatures in some struggle against evil. It has even been rumored that, during times of great cataclysm, sylphs have brought mortals to the Faerie Queen to receive counsel.
Set up: With the odds stacked against them in a tough outdoor fight, the adventurers are saved by a pair of timely fireballs from a sylph. The creature then makes her presence known, informing the group that this fight heralds the rise of great trouble across the land. The party then becomes involved in a long campaign and may even journey into the Realm of Faerie for a short while to be told by Rhiannon where an artifact may be found to aid in overthrowing their enemy.
据说有很多通往莱安侬世界的门。例如，在一座小山的侧面有一扇门，通向一个富丽堂皇、充满魔力的小矮妖的巢穴，这被认为是妖精国度的一小块区域如何与凡人世界如此紧密地重叠的一个例子。这是真的，然而，尽管各种各样的妖精都可以看到并冒险通过其他人看不见的门进入精灵王国，但只有莱安侬的信使（希尔芙们）可以随意在不同位面之间传送。因此，凡人想要进入妖精国度的路，通常是通过一扇由妖精生物指引的门——除非在最特殊的情况下，否则他们都不会这么做。莱安侬 RHIANNON (妖精女皇 Queen of Faeries)
剧透 - :
The Faerie Queen
Almost all faeries trace their origin to the nature goddess Rhiannon, who created them in an ancient time predating recorded history. The Faerie Queen dwells within an alternate Prime Material plane consisting of endless magical forests, glens, and rivers. The few mortals to have journeyed there relate that even the most beautiful of sylvan woodlands pale in comparison to the indescribable splendor of Rhiannon's kingdom. No instances, for example, are known of anyone's desiring to return home after having caught a glimpse of the Realm of Faerie, although it is apparently impossible for mortals to remain there for more than a short time.
There are said to be many gates into Rhiannon's world. For instance, a doorway in the side of a small hill that opens into the sumptuous and magical den of a leprechaun is thought to be one example of how pockets of the Faerie Realm coexist so closely with the world of mortals. It is true, however, that while faeries of all sorts can see and venture through the otherwise invisible gates into the Faerie Realm, only Rhiannon's messengers (the sylphs) may shift between planes at will. The path for mortals to take into the Realm of Faerie, then, is most always through a gate shown them by a faerie creature - none of whom will do so except under the most unique circumstances.
RHIANNON (Queen of Faeries)
ARMOR CLASS: 0
HIT POINTS: 350
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By spell
SPECIAL ATTACKS: Polymorph
SPECIAL DEFENSES: Immune to natural forces; never surprised
MAGIC RESISTANCE: 100%
PLANE: Prime Material (alternate)
PRIEST: 35th-level druid
MAGE: 35th-level mage
ROGUE: 30th-level bard
PSIONIC ABILITY: Nil (immune to psionics)
S:20 D:20 C:25 I:25 W:25 CH:25
Rhiannon always appears as an indescribably beautiful elven creature with a pair of gossamer wings. She is adorned with wreaths of holly and floral garnishings, and her most striking feature is her long, flowing hair, which changes color with the seasons: yellow in spring, brown in summer, red in fall, and white in winter.
About her flitter a number of songbirds whose chirpings have a calming effect on all beings, making even the most hostile or evil creature passive and docile when within 20ft. of the Faerie Queen. Rhiannon is also attended by a host of faerie creatures, including: 2-8 faerie dragons, 2-12 korred guards, and 3-18 sylph messengers (all with maximum hit points). No fairy or normal animal will harm her, nor is she affected by any sort of force found in nature (fire, electricity, etc.). At will, she can summon or control weather. She may also summon 1-4 of any sort of faeries to aid her if she desires.
Rhiannon occasionally leaves her realm to hold court in sylvan forests where many of her "children" dwell. During these visits, it is a rarity that any but faeries attend, although she has been known to favor a single of her high-level druids with an audience at such gatherings.
The Faerie Queen greatly resents uninvited visitors to these events, and the usual fate of intruders who tarry and observe is to be turned to trees, animals, or faeries at her discretion (a save vs. spells at -6 is allowed unless faced on her own plane). She does, however, appear to show great latitude toward maidens who are pure of heart who seek her out. On rare occasions when she is successfully found by a mortal girl, there is a 5% chance that the maiden is granted a wish if she pleases the Queen of Faerie with a song or vivid tale of her adventures while seeking her out. It is this favor toward good-aligned maidens that permits some druids of Rhiannon (all of whom are female) to be of good alignment.
B. 同其他德鲁伊，3级起角色能准确无误地鉴别植物、动物和纯净水。此外，角色获得植物学识（Plant Lore）的非武器熟练。
I. 在第18级，每天1次，角色可以对半径5英里的户外区域使用问道自然，更进一步，她对所有疾病免疫。她还能看到和进入仙境（Realm of Faerie）的大门。不会获得其他能力。
剧透 - :
Druids of Rhiannon use a slightly different experience table than do normal druids, and receive a number of special bonuses and abilities in addition to losing some powers usually gained by other druids. See Tables 1 and 2 for details.
Key to special abilities
A. At 2nd level, the character receives the ability to turn away normal animals (including huge species such as mastodons, and giant but nonmagical specimens such as giant badgers) in the same manner a cleric might turn undead. The range of this effect is 30ft, and 2-12 creatures are affected each round until the druid fails her roll. Table 2 is used to determine success.
B. Like other druids of 3rd level, the character gains the knowledge to identify animal types and pure water. In addition, the druid gains the nonweapon proficiency of plant lore.
C. At 5th level, the druid acquires the healing nonweapon proficiency.
D. Like other druids, the character gains immunity to charm spells thrown by all woodland faeries at 7th level. No other abilities are gained at this time.
E. At 10th level, the druid gains the ability to shape change once per day into any normal fish, fowl, reptile, or mammal as might exist in our own world. The transformation takes one round and lasts until the druid wishes to change back to her normal form.
F. As druids of Rhiannon are solitary, no necessity exists for them to best another druid to advance beyond 11th level. All such characters, however, defer to higherlevel druids, submitting to their leadership when they meet.
G. At 16th level, the character gains all abilities of "normal" druids reaching this level. Note that her size decrease may be taken to one-tenth normal. She also may ask a service from faeries she meets, excluding satyrs, swanmays, and quicklings.
H. At 17th level, the character may summon a korred to aid her for an hour. This power is usable once per week. No other abilities are gained.
I. At 18th level, the character can commune with nature in an outdoor area five miles in radius once per day, and further gains immunity to all disease. She can also see and enter gates to the Realm of Faerie. No other abilities are gained.
J. At 19th level, the character can grow a pair of gossamer wings once per day, allowing her flight at a base 15" movement rate. The duration of this is two hours. No other abilities are gained.
K. At 20th level, the character may perform the equivalent of a commune spell with her deity, but only if a forest or nature itself somehow benefits. This may be done once per month. No other abilities are gained.
L. At 21st level, the druid may shape change once per week into any sort of fairy except a faerie dragon, sylph, satyr, swanmay, or quickling. The druid gains all accompanying abilities
and armor class, while retaining half her normal hit points. The duration is up to 24 hours. No other abilities are gained.
M. At 22nd level, the druid may resurrect any dead, normal animal once per day (note there is a 20% cumulative chance per raising that the animal will fail its system-shock roll and will not
return to life). No other abilities are gained.
N. At 23rd level, the character may, during the night of a new moon, enter the Realm of Faerie without need of a gate and journey to the court of Rhiannon.
Druids of Rhiannon: Experience and Powers
Experience level Experience points for accumulated hit points Special abilities
1 0 1
2 2,500 2 A
3 5,500 3 B
4 10,000 4
5 18,000 5 C
6 28,000 6
7 50,000 7 D
8 80,000 8
9 130,000 9
10 190,000 10 E
11 270,000 11
12 500,000 12 F
13 900,000 13
14 1,300,000 14
15 1,700,000 15
16 2,100,000 15+1 G
17 2,500,000 15+2 H
18 2,900,000 15+3 I
19 3,300,000 15+4 J
20 3,700,000 15+5 K
21 4,100,000 15+6 L
22 4,500,000 15+7 M
23 4,900,000+ 15+8 N
Druidic Animal Turning
Druids' Animals' hit dice
level 1 or less 2-3 4-5 6-7 8-9 10 11-14 15+
2-3 10 13 16 19 20 20 20 20
4-6 7 10 13 16 19 20 20 20
7-9 4 7 10 13 16 19 20 20
10-12 2 4 7 10 13 16 19 20
13-16 2 2 4 7 10 13 16 19
16-18 2 2 2 4 7 10 13 16
19-21 2 2 2 2 4 7 10 13
22 2 2 2 2 2 4 7 10
23 2 2 2 2 2 2 4 7