作者 主题: 龙杂志155期:妖精王国的族裔 The FOLK of the FAERIE KINGDOM by Vince Garcia  (阅读 1333 次)

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妖精王国的族裔 The FOLK of the FAERIE KINGDOM  by Vince Garcia

AD&D游戏中一些最吸引人的生物包括矮小而神奇的妖精族裔。虽然他们在任何数量的户外冒险中的地位都应该得到保证,但妖精很少出现在战役中。其中一个原因可能是妖精族裔不会轻易让自己陷入敌对的境地。兽人、食人魔、龙和类似的角色很容易扮演敌对角色,但隐居的妖精们需要更多的思考来处理这些角色。
为了向DM提供更多的使用这些生物的一些点子,下面简要介绍了每种类型的妖精的生态,以及在冒险队伍旅行中可能遇到的妖精。简要生态中使用的缩写为:FF - 《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)
    典型的微蛉精类似于一个1英尺高的、瘦高个儿的类人生物,有着绿皮肤,头部狭窄,其主要特征是一双大大的、绿瞳孔的眼睛。微蛉精的衣着简单实用: 由植物纤维制成的裙子。微蛉精通常携带小型弩或矛。这些喜欢嬉戏的动物生活在山间低地的宜人的绿色草地上,通常靠近大型橡树和池塘、小溪或其他水源。在他们喜欢的大树的树洞和树枝里,微蛉精建造了他们在白天睡觉用的舒适的房间和坚固的树屋。这些外置的巢总是伪装起来,以便在下方的观察者面前隐匿它们的存在。在其他情况下,由于缺乏大树,微蛉精可能会在树木的空心树干里建造有入口的地下洞穴。
    黄昏时分,微蛉精们醒来,整个晚上都在收集食物或在月光下嬉戏。这些生物在黑暗中的视力与普通生物在白天的视力相当。微蛉精非常讨厌陌生人闯入他们的草场(除了他们的表亲,蟋蟀精),他们通常会召集一群蚊子、飞蝇、蚂蚁和其他恼人的昆虫,然后与附近的动物——野猫、獾、浣熊、熊等——发动联合攻击,赶走不受欢迎的客人。微蛉精可以使用他们的小型武器发起攻击,并充分利用他们闪现术、的隐形术、植物穿行和闪现术能力。
    引子:在进山寻找绿龙巢穴的第一段行程中,当黄昏来临时,冒险者们在一片小草地上扎营。随着晚餐的准备和夜幕的降临,这个队伍被一群贪婪的叮咬昆虫袭击,这些昆虫追逐着马(确信这些马被牢牢地钉住了) ,然后转向对付PC们,这可能导致整个队伍丢下装备(后来的搜索时不见了)撤退到安全地带,并四处寻找坐骑。

Boggart(MM2)
    有人说,Boggart的前身是Buckawn,死后变成邪恶,转化成前世和鬼火(will-o'wisp)终极形态之间的过渡状态。不管是真是假,恶毒的Boggart对穿越黑暗森林或沼泽(Boggart首选的狩猎场)的队伍来说都是一大危险。这些狡猾的生物有时会结成小团体寻求保护,经常以类人的形态接近旅行者,在他们熟悉的土地上提供向导服务。那些接受这种援助的人会离开落入某种陷阱,因为这种生物不可能长时间保持单一形态。这些Boggart可能会将它们的目标引向几个隐藏的同盟者,这些同盟者用它们制造混乱的能力进行攻击,或者它们可能会将PC引入陷坑或者使他们陷入网中。
    在它们类似不死生物的形态中,Boggart不仅需要活物的生命之力,还需要肉食才能生存。因此,Boggart的主要攻击方式是通过接触传递电击。受攻击生物消散的生命之力强化了Boggar的力量,它们每杀死两个人类或类人生物就会获得一个生命骰。在拥有总计9个生命骰时,Boggart离开了它不成熟的形态,变成了一个成熟的鬼火。如在一场战斗中没有达到这个要求,Boggart就会吞食猎物来滋养它的肉体。另一种不太常用的攻击方式是每隔一轮发射一个小型闪电束。虽然这么做可以获得肉食,但使用攻击方式的Boggart无法吸收猎物的生命能量。
    引子:在试图找到离开沼泽地的路径时,冒险者们遇到了一个衣衫褴褛的半身人。他自愿带领冒险者们出去,以换取一周的口粮。然后他带领队伍进入一片流沙地带,在那里另外两个Boggart和一个成熟鬼火等待着进攻。

噗咔精(FF)
    一个广为流传的传说,噗咔精(booka)是那些在生前偷懒的女佣们的灵魂。也许这个故事来自于噗咔精的习惯,包括在为那些脾气好的主人在夜间秘密打扫和整理家务的奇特关照。
    不论出于何种原因,从森林、沼泽到大城市,这些有益无害、小妖精般的生物几乎无处不在。作为住在屋檐或阁楼椽上的回报,害羞的噗咔精(只在天黑、住户睡着或离开时才行动)会做打扫、擦亮和修补等事情。她们不要求任何其他的回报,尽管知道噗咔精存在的人最好能给她们留些零食。这些零食会被吃掉,盘子被洗干净后放好。噗咔精非常害羞,据说,如果一个这样的家庭的住户在打扫房间时试图找到或抓住她们,她们会立即离开不再回来。
    引子:PC建好房子后不久,DM告知她一个不明人士在角色睡觉或外出冒险时收拾房间。未知的“存在”是一对噗咔精,除非她们被积极地寻找,否则噗咔精会这样继续活动。

棕精(MM)
    这些像半身人的妖精通常居住在与世隔绝的低洼草甸,草甸通常与森林或丛林接壤。棕精是害羞的生物;尽管人们猜测这些秘密的生物居住在舒适的地下洞穴中,但它们隐藏的居住地仍是一个谜。
    与一些妖精不同,棕精虽然生性腼腆,但对陌生人非常好奇,他们从隐形或隐蔽的状态下观察路人。他们似乎特别倾向于包括精灵或半身人在内的小队。在这种情况下,他们有20%的几率谨慎接近并尝试交朋友。在其他情况下,他们不会那么急于揭示自身的存在。棕精会在持有者睡觉时,通过修理设备或修补皮革制品来秘密地帮忙他人。
    当PC们与棕精成为朋友时,他们会发现棕精们非常友好且乐于助人。在这种情况下,棕精们在他们熟悉的地区提供向导服务。甚至有传闻,一个特别喜欢冒险的棕精离开了家,与一个善良阵营的精灵或半身人建立了关系,心甘情愿地陪伴着角色进行一次或多次冒险。
    一般来说,面对敌人时棕精们不会打架。相反地,他们会运用自身的能力躲藏或逃跑,只有万不得已时才会掏出一把小剑战斗。
    引子:冒险者们在一块小型草场上露营,第二天早上醒来,发现有人在夜里修好了一个断了的马鞍镫,擦亮了一套生锈的链甲。根据小队的行为,可能会把害羞的棕精引出来。

Buckawn(MM2)
    很久以前(吟游诗人说),在妖精女王莱安侬创造了妖精族裔之后,她收到了孩子们的礼物。从小矮妖那里,她得到了一把可以自行演奏的小提琴和长笛。希尔芙们献给了她一双翅膀。精灵们献给了她魔法和诗歌。轮到棕精的时候,棕精们从森林里拿出了礼物——水果、坚果、冬青花环,还有一个魔法橡木戒指,赋予草木以力量。其他的棕精们上前,两手空空。莱安侬问他们为什么没有带礼物,对此他们回答说,他们的礼物是他们对女王的爱。第一批棕精嘲弄了他们的同胞,但莱安侬对后者的回答很满意,并对嘲笑他们的人感到不悦。这些嘲弄的棕精枯萎了,变成了Buckawn。
    Buckawn是一种自私排外的棕精。通常他们的栖息地与他们的近亲相似,尽管他们更喜欢独立的高山草场,在那里它们不太可能被打扰。与好奇而友善的棕精不同,Buckawn憎恨任何入侵他们领地的行为;这样做的旅行者可能会面临一大群受召唤昆虫的攻击,然后是Buckawn的毒镖。如果攻击失败,Buckawn可能会用他们的魔力和狡诈以窃取物品或恶作剧。
    引子:冒险者们来到一个与世隔绝的大山湖边的绿色草地上扎营。那天晚上,一个隐匿的Buckawn使用舞光术的咒语,引开守卫调查一个发光的小灌木丛。与此同时,隐形的Buckawn迅速翻遍了队伍的行李,拿走了硬币、宝石和装备。随后就有昆虫来袭。

树精(MM)
    德鲁伊的一个传说是妖精女王在世界的创造过程中种下了许多花园。每个花园的中央都长着一棵巨树,巨树中蕴含着一颗带有莱安侬本质的种子。这种本质的物质表现形式是一个树精,守护着花园的树宁芙。不管这个故事是真是假,大多数德鲁伊都把树精视为森林的精神本质。因此她们是神圣的,没有德鲁伊会允许树精受到伤害。
    也许是因为莱安侬对森林的养育,树精有些纵欲。众所周知,她们会在美貌非凡的人类和亚人男子中寻找伴侣。据报道,那些被树妖魅力俘获的猎物沉入雾中,与周围的森林融为一体,只能眼睁睁的感受着一切发生的事情。据报道,这种感觉会持续数年,之后这位男性返回了世界,并掌握了关于他被捕获的森林的确切知识。
    一些故事表明,在这之后,树精和她的配偶之间仍然保持着联系。有个传说是关于一位巡林客的,他被一位树精从很远的地方召唤来与一条黑龙搏斗,这条黑龙住在她的森林里,吓坏了森林的子民。
    在其他时间,树精可能不会主动求偶。假如对森林有益的话,她们会帮助冒险队伍。因此,虽然树精通常逗留在她们的树木附近,她们也有可能穿越她们树林的距离,带领帮手们前往敌人的营地。
    引子: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(这期果园有节译), for more information on dryads.]

妖精龙(MM2)
    妖精龙是龙类中最不寻常的是这种淘气的生物,其起源一直备受怀疑。一些人认为妖精龙是伪龙的近亲,而其他人则认为它是妖精女王的造物。然而,大部分莱安农的德鲁伊认为妖精龙通常是精灵王国的土著生物;但他们如何到达主物质位面仍然是个谜。一些人认为,当妖精女王离开自己的王国去探望一些“孩子们”时,妖精龙是妖精女王访问团的一部分。也许这些好奇的小龙离开了聚会,忘记了回家。
    每当找到了一个新的居住地,妖精龙要么嬉戏一段时间,要么享受几天的阳光。最后,他们在大树的空洞里或树枝上筑巢。由于妖精龙的幽默感是他们的天赋中最重要的,妖精龙经常选择与一群喜欢找乐子的皮克精住在一起,这就能更有效率地对外来者进行恶作剧。
    与其他龙族不同,妖精龙并不觊觎大量的宝藏。可以肯定的是,他们喜欢闪闪发光的物品,比如珠宝,但是这些珍宝在妖精龙最爱和最喜欢的甜点也只能屈居第二位。就像小矮妖喜欢美酒一样,妖精龙也喜欢吃甜食,经常吃过头了。妖精龙为了得到这些乐趣(一种是纯蜂蜜,另一种是终极的烤苹果派)会不择手段。
    引子:一只饿了的妖精龙发现一群冒险者正朝着蜂巢的方向前进,它对蜂巢施放了一个幻觉法术,使蜂巢看起来像一个箱子。当一个神不知鬼不觉的盗贼接近并引开愤怒的蜜蜂时,咯咯笑着的妖精龙飞下来吃快餐。

灰精灵(MM)
    灰精灵是最稀有的精灵,传统上被称为“妖精(Faeries)”。这可能不是因为它们与传统精类生物的相似性,而是因为他们的神秘、稀有和美丽。这些精灵中的大多数都不是起源于妖精女王,而是起源于其他神祗,这让人们怀疑他们是否应该与妖精族联系在一起。然而,有几个古老的传说声称,在黎明时分,一位女神创造了一支不朽的精灵族,与灰精灵非常相似,但拥有截然不同的、更强大的魔法。据传说,这些精灵从优雅中堕落,成为今天的凡间灰精灵。也许正是这些古代精灵与妖精族裔之间存在联系。
    引子:在离家数周后,在他们发现的一片神奇而未经探索的森林里,团队来到了一座美丽的石雕精灵城市的古老遗址。在一座神庙中发现了在哪里可以找到神器和资料的线索。

蟋蟀精(MM2)
    蟋蟀精是一种与众不同但性情温和的妖精,有着昆虫般的外表。他们如何获得与蚱蜢相似的腿一直是个谜。有些人认为格力格实际上不是妖精,而是通过一些巫师的实验产生的。其他人则认为他们的出现可以追溯到对妖精女皇的一些违法行为。还有一些人认为他们的外表是莱安侬的幽默感的一个例子。然而,蟋蟀精自身似乎既不知道也不关心这些,他们一生都在宜人的低洼草地上愉快地嬉戏,经常和一群微蛉精(Atomies)在一起。他们的居住地点类似于微蛉精,尽管蟋蟀精通常喜欢在小丘陵边上建造小而舒适的洞穴。
    不像微蛉精,通常友好的蟋蟀精倾向于恶作剧。一群冒险者漫步到蟋蟀精居住的地方,很可能成为恶作剧的对象,就像他们会得到一个友好的问候一般。
    蟋蟀精通常白天在他们的洞穴里睡觉,晚上冒险出去采蘑菇(他们最喜欢的食物),或者玩耍跳舞。最后一点,据说只有著名的小矮妖才能演奏出更精彩的小提琴。
    引子:在一个小森林里露营,冒险队伍开始做晚饭,但被灌木丛中传来的口哨声(实际上是一个隐身的蟋蟀精的腹语)分散了注意力。当大家的注意力暂时从食物上转移开的时候,一些隐身的蟋蟀精带走了晚餐和其他遗留在外面的小物件逃走了。当大家开始徒劳无功的搜寻时,蟋蟀精们小心翼翼地重置了这些物品,对于队伍重新发现这些物品感到愉悦,并让大家知道他们的存在。如果大家和他们一起大笑,蟋蟀精们就会和他们一起度过这个夜晚,至少会有一位团员跳上奥图的迷舞。

家居棕精(FF)
    有些人怀疑家居棕精(Killmoulis)实际上并非妖精,因为他们似乎不像其他妖精那样具有天生的魔法能力。然而,家居棕精的体型和行为与其他妖精非常相似,以至于普通人都这么认可了。
    家居棕精不居住在孤立的森林地区,而是居住在山区或森林之中或附近的城镇。出于未知原因,它们更喜欢在可能存在工业或技术的地方筑巢,比如木材厂或面粉厂。家居棕精和噗咔精(booka)一样,通过修补、抛光或清洁物品,或杀死小型啮齿动物来帮忙他人。作为这些姿态的回报,家居棕精会顺手拿走任意食物。
    家居棕精和噗咔精(booka)类似,害羞而内向,藏匿在屋椽和地板下面。然而,与前述的生物不同,如果被发现,他们似乎不太可能搬家,而且更倾向于恶作剧。如果被驱赶,家居棕精不会离开他们的巢穴,而是用越来越有害的伎俩进行反击(这取决于其他人如何积极寻求根除它们)。
    这些生物最大的天敌是猫、狗和老鼠,所有这些动物在看到他们时都会杀死并吃掉他们。在可能的情况下,家居棕精会杀死这些生物,将尸体藏在安全的地方。
    引子:经过一个山区小镇时,冒险者们听说当地木材厂的老板悬赏给能够驱除萦绕在这个地方的“鬼魂”的人。经过调查,该队伍被告知小型物品一直在丢失,第二天早上又出现了。露天的食物和饮料都消失了。此外,曾经用来捉老鼠的猫已经不见踪影。如果他们那天晚上躲在磨坊里,PC们可能会看到其中一个正在磨锯子的生物,从而意识到这种情况并不是有害的。PC们可能会将这些信息传递给工厂老板,或者可能会寻求摆脱这些生物的存在——但并不容易。

考芮精(MM2)
    考芮精是最不寻常的妖精种之一,独一无二地拥有蛮力和与天然石头相关的强大魔法能力。当然,他们的起源可以追溯到妖精女王。吟游诗人的一首歌谣称考芮精是在莱安侬和她的剧团访问森林时创造出来的。一些矮人希望观察妖精的舞蹈,他们躲在妖精女王宫廷所在的峡谷周围。发现了他们的存在,莱安侬把他们变成了偶蹄目妖精,不幸的矮人们也恰当地参加了聚会,为整个剧团的欢乐而起舞。
    从那时起,考芮精被证明是莱安侬最有特权的侍从,她经常派遣考芮精去帮助她的德鲁伊追随者——比如,当她们面临激烈的争斗时,或者创建一个德鲁伊之环作为莱安侬的德鲁伊们在特殊的礼拜时间聚集的地方。据说考芮精在大地上漫游,观察地上发生的事件并向女王报告。
    每七个夜晚,考芮精们聚集在一个隐蔽的山谷内,为莱安侬演奏音乐和舞蹈(这也许是对他们最初入侵的一种挥之不去的忏悔)。那些闯入者会重蹈复辙——调查与他们无关的事情——他们必须进行一次对抗法术的豁免检定,否则加入舞蹈;莱安侬的德鲁伊们免疫这种魅惑效果。由于舞蹈的生理需求,受害者每轮遭受1-4点生命值的伤害。考芮精们保持舞蹈3-18回合,然后逃跑,留下要么死亡、要么力竭的入侵者。
    那些袭击考芮精的人面临着一场艰苦的战斗,他们没法指望那些被魅惑的战友们的援助。即使舞蹈被打断,那些被考芮精魅惑的人仍然会迷惘一轮,无法进行任何动作。
    引子: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)
    小矮妖作为最著名的妖精,是莱安侬最迷人的造物之一。传说有一群半身人曾试图偷走妖精女王的宝藏。这些小窃贼被当场抓获后,以讲故事、押韵的短诗和音乐的表演取悦了莱安侬,让他们得以继续活命。正如妖精女王的习惯做的那样,入侵者被转化成妖精——在这个例子中,就是小矮妖。
    这些生物几乎总是出现在最田园诗篇般的林地和草地上,他们最常见的居住地是大树底部的空地,周围是大片三叶草。小矮妖以其拉小提琴的音乐天赋而闻名(其中很多都是魔法小提琴) ,从人类那里流传了许多关于小矮妖的故事,他们观察到小矮妖在熊熊燃烧的篝火旁跳舞和玩耍(在那里麦酒和食物可以自由流动)。一些传说中提到,受邀参加这些宴会的凡人在离开聚会时发现一年或一年多过去了,他们以为只有一个晚上过去了!虽然通常很善于隐藏自己的存在,但是一个线索表明小矮妖已经经过了一个地区,那就是在一群小矮妖在草丛中玩耍和跳舞之后留下的蘑菇和其他10-20英尺宽的真菌组成的妖精环。
    通常,当遇到小矮妖时,这些淘气的生物要么开个玩笑,要么偷走一些有价值的小东西。尽管如此,仍有一些故事说,凡人在某种程度上帮助了这些“小人儿”,得到了一些黄金或一片神奇的三叶草,这肯定会带来好运(被视为双倍力量的幸运石)。在所有这些情况下,回报都是出乎意料的。
    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)。
    如果小矮妖有一个弱点,那就是喜欢上好的葡萄酒,尤其是半身人上年份的葡萄酒。用一瓶开盖的上等利口酒诱惑一个小矮妖,是可以把他勾引到开阔的地方的。
    引子: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)
    在所有海拔高度的与世隔绝的森林中都可以发现皮克精。他们是顽皮的生物,对任何人都没有恶意,而且通常好奇心很强。他们出名的恶作剧从来不是为了造成巨大的伤害,而只是为了娱乐或引开敌人。如果被迫伤害一个生物,皮克精(能够攻击并保持隐形)使用小弓从最大距离30码处射击。除了普通的战争箭矢,如果需要的话,他们还可以使用两种特殊的箭矢,如《怪物手册》中所述。
    由于他们有能力施放超感和知晓阵营,所以精灵总是知道敌人何时出现。同样地,他们总是知道最棒的笑话。皮克斯特别善于制造满足某人内心渴望的幻术,但幻术一旦被触摸,它就会融化。那些真心接受这些小精灵笑话的人,通常可以在他们最初的恶作剧之后和他们成为朋友。这些有耐心的人都是皮克精宴会上的贵宾,宴会上有许多坚果和水果。
    皮克精通常住在有阳台的小树枝房子里,这些房子悬挂在大树的树枝上(尽管在寒冷的气候中,小精灵常常把他们的家安置在方便的洞穴里)。他们确信是最神奇的妖精之一,皮克精皇室尤其如此。据说皮克精王可以使用1-7环的魔法使用者法术(每等级一个),而皮克精王后也可以使用德鲁伊法术。
    引子:在一个高山的峡谷里,冒险者们被一群隐形的皮克精发现了。当前排的一个战士看到并爬上树去取一把插在树上的华丽的剑时(当然是某种幻术) ,一个魔法使用者看到他的匕首漂浮在手臂够不到的地方。所有人都听到了许多小生物的咯咯笑声。如果团队以幽默感处理这次遭遇,小精灵们可以通过提供关于废墟或者团队在森林中寻找的怪物巢穴的信息来弥补这次事件——也就是说,经过一段时间的宴请之后。

快可灵(MM2)
   关于这些邪恶妖精的起源,最常见的传说是,他们曾经是涉猎魔法的棕仙(Brownie),最好不要管他们。然而某些德鲁伊讲述了一个略有不同的故事——这个故事与Buckawn的创造有关(详见前文)。他们的传说是,因为嘲弄了其他取悦了莱安侬的棕仙而受到了女王的蔑视,一些Buckawn反抗了他们的惩戒,离开了妖精的聚会。在他们离开时,这些挑衅的棕仙们偷走了精灵们带给女王的一本黑魔法书。通过研究这本书,他们了解了其中的一些秘密,成为了被现在的妖精族所诅咒和排斥的邪恶分子。
   尽管快可灵蔑视其他种族,但他们尤其憎恨所有精类生物(包括灰精灵),他们会毫不犹豫地攻击后者。德鲁伊,尤其是里安农的德鲁伊,是快可灵愤怒的特殊目标。据说,据说为了伤害他们的敌人,这些生物会和邪恶种族寻求短期的合作。
   引子:在前往卓尔的巢穴的路上,冒险者们发现周围的树林被快可灵守卫着。这些快可灵帮助卓尔对抗附近的灰精灵。

半羊人(MM)
    半羊人也被称为农牧神(Fauns),虽然人们普遍认为半羊人与妖精女王没有任何关系,但半羊人肯定被认为是精类生物。相反,这些精类的诞生可以追溯到希腊神狄俄尼索斯。这些生物最常见于希腊众神神殿崇拜曾经盛行的低洼草地。半羊人把时间花在牧羊、酿酒、嬉戏或或者只是吹他们的风笛上。他们最喜欢居住的地方是古老废弃的神庙,他们小心翼翼地保护神庙不受入侵者的侵扰。
    半羊人既纵欲,有时又贪婪,众所周知,半羊人能吸引迷人的女性人类和亚人成为他们的配偶。通过他们像吟游诗人一样的吹笛声,他们还能让生物入睡,然后偷走一些贵重物品,逃到他们安全的巢穴。
    引子: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)
    有些人认为小妖精是皮克精的表亲,尽管他们在魔法上不如皮克精那么多才多艺,体型也比皮克精大一点,而且比皮克精更害羞。一个常见的传说是,能够察觉善恶的小妖精会在看到邪恶生物时立即杀死它们。更典型的是,他们更典型的做法是向这些入侵者射出毒箭,使其昏睡。然后小妖精会接触该生物的物品,并将该生物绑在一段距离之外。众所周知,精灵也会把邪恶的入侵者带到他们信任的当地德鲁伊或树精那里,把睡着的囚犯交给他们处置。无论其生物种类,只有在极端情况下,精灵才会杀死无助者。
    小妖精们对于那些敢于冒险靠近自己幽谷的善良生物,并没有多少热情;他们几乎总是躲起来,只有在被打扰的时候才求助于睡眠箭。然后小妖精们将睡着的受害者从小妖精的巢穴(通常由雕刻在巨树上的大洞组成)中移出,希望他们醒来后能去其他地方。
    引子:一个包含邪恶角色的冒险队伍在小妖精经常光顾的草地附近徘徊。结果,所有人都被隐形弓箭手射入梦乡。善良或中立的队员后来在一英里外的山谷中醒来,发现他们的同伴已经不见了。他们最终发现了邪恶的同伴被附近的树人紧密的看守着。为了释放他们的同伴,他们必须对付树人。

天鹅女(MM2)
    不止一个故事讲述了某个人游荡到妖精之地,再也没有回到凡人的世界。据说天鹅女就是这样诞生的。最常见的故事是,天鹅女曾经是纯洁的少女,在经历了许多冒险和遭遇之后,她们来到了妖精女王的宫廷。在那里她们用故事或歌曲取悦精灵女王,并得到了一个愿望,(根据传说)这个愿望通常是请求留在莱安侬的魔法之国。但是,唉,这是一个即使是妖精女王也不能满足的愿望,因为妖精国度对凡人封闭的凡人,只允许凡人短暂的访问。作为替代,莱安侬送给这些凡人女性一枚戒指、神奇的羽毛、女式礼服等,使她们能够变成一只美丽的天鹅。许多获此殊荣的少女出于对自然的热爱,选择留在森林里,成为森林的保护者和妖精女王的代表。
    许多人错误地认为莱安侬赐予女孩的魔法物品也赋予了她们巡林客玩家职业的知识和能力。这是真的,然而这些少女中的大多数在她们的凡人生涯之时就已经是巡林客了,然后才开始了前往女王宫廷的旅程。同样的,也报道过一些拥有德鲁伊力量的天鹅女。
    这件礼物也允许天鹅女在每个新月下可以短暂地进入妖精国度。还有一种说法是,那些没有权利使用这件物品冒险进入莱安侬王国的人,会因为入侵行为而招来莱安侬的震怒。
    引子:冒险者们在回家的路上经过一片森林,一只人类形态的天鹅女接近了他们。天鹅女向他们建议,附近有一个兽人部落的存在,该部落由强大的巫医领导。这位女孩自称为一名巡林客或德鲁伊,要求冒险小队与她一起干掉这股森林的毒害,并尽可能保守她真实身份的秘密。

希尔芙(MM)
    希尔芙可能是最稀罕的妖精,而且肯定是最强大的——因为她们的魔法能力。这些长着薄纱般翅膀的美奂绝伦的家伙充当着莱安侬给仆人们的信使,传递着她的神谕和召唤,同时也给她的德鲁伊传递着建议。由于这些职责所在,希尔芙可以随意进出妖精国度。
    希尔芙不止一次地帮助善良的生物对抗邪恶。甚至有传言说,在大灾难时期,希尔芙会把凡人带到精灵女王那里接受建议。
    引子:在一场艰苦的户外战斗中,冒险者们被一双来自希尔芙的及时的火球术所救。然后这个生物让大家知道她的存在,告诉大家这场战斗预示着这片土地上出现了大麻烦。然后该小队北卷入一个长期的战役,甚至可能短暂地进入妖精国度的一段时间,并由莱安侬告知在哪里可以找到一个神器,以帮助推翻他们的敌人。

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
adventures.

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.

妖精女皇 The Faerie Queen
    几乎所有的妖精都可以追溯到自然女神莱安侬,她在远远早于有历史记载的远古时代创造了妖精。妖精女王居住在一个由无尽的魔法森林、峡谷和河流组成的平行主物质位面中。少数游历过那里的凡人说,即使是最美丽的森林,与莱安侬的王国那难以形容的辉煌相比,也显得苍白无力。例如,没有任何例子表明有人在瞥见妖精国度后还想要回家,虽然凡人显然不可能在那里停留超过一小段时间。
    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)

高等女神

防御等级: 0
移动:     无限
生命值:   350
攻击次数: 1
伤害/攻击:法术
特殊攻击: 变形
特殊防御: 免疫自然之力;不会被突袭
魔法抵抗: 100%
体型:     中型
阵营:     中立
圣徽:     螺旋(Spiral)
位面:     主物质位面(平行)
祭司等级: 35级德鲁伊
勇士等级: 无
巫师等级: 35级巫师(mage)
盗贼等级: 30级吟游诗人
灵能能力: 无(免疫灵能)
力量20,敏捷20,体质25,智力25,感知25,魅力25

    莱安侬总是以一种难以形容的美丽的精灵生物的形象出现,她有一对轻薄的翅膀。她身上装饰着冬青和花卉的花环。她最引人注目的特征是她飘逸的长发,随着季节变化颜色: 春天是黄色,夏天是棕色,秋天是红色,冬天是白色。
    莱安侬的身边环绕着许多振翼的鸣禽,它们的鸣叫声能使所有生物平静下来,即使是最有敌意或邪恶的生物在距离精灵女王20尺的范围内也会变得被动而温顺。莱安侬还有许多妖精生物陪伴,包括: 2-8只精灵龙,2-12个考芮精护卫,3-18个希尔芙信使(都有最大生命值)。没有妖精或正常的动物会伤害她,也不会受到任何自然力量(火、电等)的影响。她可以随意召唤或操控天气。如果她愿意的话,她也可以召唤1-4个任意种类的妖精来帮助她。
    莱安侬偶尔会离开她的神国,到她的“孩子们”居住的森林里去主持宫廷集会。在这些出访期间,除了妖精外很少有其他人参加,偶尔她所偏爱的一位高等级德鲁伊也会出席在这样的集会中。
    妖精女王非常憎恨未被邀请参加这些活动的人,而那些逗留和观察的入侵者们通常的命运就是被变成树木、动物或精灵,由她选择(除非在她自己的位面上,否则以-6的豁免检定对抗法术是允许的)。然而,对于那些追求她的心灵纯洁的少女,她似乎表现出了极大的宽宏。在极少数情况下,莱安侬会被一个凡人女孩找到,如果少女用一首歌或者少女在寻找她的冒险中经历的生动故事来取悦妖精女王,这位少女有5%的机会得到一个祈愿术。正是 因为对善良阵营少女的偏爱,使得莱安侬的一些德鲁伊(所有的德鲁伊都是女性)成为善良阵营。

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)

Greater goddess
ARMOR CLASS: 0
MOVE: Infinite
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%
SIZE: M
ALIGNMENT: Neutral
SYMBOL: Spiral
PLANE: Prime Material (alternate)
PRIEST: 35th-level druid
WARRIOR: Nil
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.

莱安侬的德鲁伊所使用的经验列表和普通德鲁伊有轻微差别。这些德鲁伊获得了一系列特殊加值和能力,同时失去了一些其他德鲁伊的力量。详述见表一和表二。

特殊能力:
A. 在第2级,角色获得斥退正常动物(包括超大型动物种,如乳齿象,以及超大型但非魔法的类别,如巨獾)的能力,就像一个牧师斥退不死生物那样。有效半径30尺,除非德鲁伊检定失败,每轮能影响2-12个动物。见表二以决定检定是否成功。

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。

C. 在第5级,角色获得医疗(Healing)的非武器熟练。

D. 同其他德鲁伊,7级起角色免疫于林地妖精所施展的魅惑法术。不会获得其他能力。

E. 在第10级,角色得到变化能力,每天1次,她能变化成任意一种普通的鱼类、家禽、爬行动物和我们现实世界中可能存在的动物。变化需要1轮时间,持续直到德鲁伊想要重新变回她的正常形态。

F. 莱安侬的德鲁伊总是独来独往,晋级到11级之上不必打败其他德鲁伊。然而,所有这些角色都服从于更高级别的德鲁伊,在见面时服从她们的领导。

G. 在第16级,莱安侬的德鲁伊获得16级“普通”德鲁伊所拥有的的全部能力。请注意,她的体型可能会缩小到正常的十分之一。她也可以向她遇到的妖精们寻求服务(但不包括半羊人,天鹅女和快可灵)。

H. 在第17级,角色可以召唤1个考芮精来帮助她一小时,此能力每周可以使用一次。不会获得其他能力。

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。

J. 在第19级,每天1次,角色可以长出一对轻薄的翅膀,让她获得15"飞行速度。持续时间为两个小时。不会获得其他能力。

K. 在第20级,角色可以与她的神祇进行交流,等同“通神术”的效果,但前提是森林或自然本身以某种方式受益。此能力每月可以使用一次。不会获得其他能力。

L. 在第21级,每周1次,角色可以变形成任意种类的妖精(不包括妖精龙,希尔芙,半羊人,天鹅女和快可灵)。德鲁伊获得该生物的全部能力和天生防御,并保留她最大生命值的一半。持续时间24小时。不会获得其他能力。

M. 在第22级,每天1次,角色可以复活任意死去的普通动物(请注意,每次复活有20%的累积几率使动物无法通过系统检定并且不会复活)。不会获得其他能力。

N. 在第23级,角色可以在新月之夜进入仙境并前往莱安侬的宫廷,无需通过门。

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.

Table 1
Druids of Rhiannon: Experience and Powers

8-sided HD

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


Table 2
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
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