11
« on: September 29, 2011, 11:02:25 AM »
One of the fun things about the Nevernever to me is that it's not always direct confrontation. I like to have the bad guys come up and chat, try to smooth talk the good guys into doing something stupid. Or be honestly trying to help our heroes. With that in mind...
LORD HUNTSMAN
The party comes upon the Lord Huntsman, wildfae. He rides a white stallion with supernatural speed and a few other perks. Stat the Lord Huntsman out as a powerful fae, at least 50% stronger than any given party member. Give him survival, weapons, investigation, athletics, stealth, at +3 or higher. He also has a pack of wolves that are comparatively weak in regards to the party, and he has as many of them as there are party members, give or take. Echoes of the beast, inhuman speed, and normal wolf abilities. The Lord Huntsman is pursuing something, say the white stag. He also pursues other things, say women. Turning the sight on him reveals his hunter's nature, turning it on his wolves reveals they are all mortal women he has seduced and turned into beasts to hunt alongside him. These women chose to follow him, but how much they were manipulated into doing so is up to you.
FAIRY OF DREAMS
The fairy of dreams specializes in sleep, dreams, fortune-telling, and hallucination. Sponsor magic. She can either be Summer or Winter but is likely too organized for Wild. Upon seeing the party, she'll invite them in to her house, show great hospitality, and not try to trick them into eating fairy food. She will offer them rest. She'll claim that her powers allow her to put someone into a brief rest and that they awaken shortly refreshed and stronger than before. If pressed for an amount of time, she'll talk about how time is more of a suggestion in the Nevernever and that as an immortal she really doesn't understand it the way humans do. She will under no circumstances admit that those under her power will awaken centuries later. Nor will she point out that she has access to some of the power of anyone she puts to sleep. The dream fairy is at least twice as powerful as any PC and can enter and leave the dreams of anyone she has under her control. Her magics can cause illusions, hallucinations, and she prefers to inflict mental rather than physical damage. Lots of magical and social skills. Her home may or may not already have people she has under her spell in it. She can also use dreams to give people visions of the past, present, or future. If she's Summer, these visions are true. If Winter, they may be true or false but always serve her purposes.
THE GUN FAIRY
Haven't worked out who this is or what she does, but I've wanted to include her in a game for a while.
LADY OF THE LAKE
You'll probably want to call her something else in your game, but this fairy owns a lake. She wears a dress made entirely of water. Her specialty is control over water, and she can make its surface become solid enough to walk on, or a swirling vortex that drowns swimmers. That walkable surface can be turned fluid again so someone falls into it. If they dive under, she can turn it solid and make it nearly impossible to break through. The water of her lake has magical properties that make it ideal for use in potions or ritual magic. Likely, there's an island in the middle of the lake with something important on it. The Lady of the Lake, like most of these encounters, is friendly at first, but with a hidden agenda. Usually that agenda is drowning humans or protecting her island. She cannot go far beyond the water, and neither can her power.
THE LOST FOREST
This is a classic fairy bit. The party is wandering through a path in a forest. Little do they know that whoever owns the forest can reshape the path at will, as well as the rest of the forest. Should they leave the path, they are hopelessly lost. But the path will always lead where the owner of the forest wants them to go. I sometimes say dryads are in control of the forest, and that they can possess trees to turn them into something like stationary ents or that tree from Harry Potter. Dryads have a lot of nature-related magic. They will allow anyone into their forest, and will be bargained with to allow players out again. They respond violently to anything destroying the forest.
THE INTERNET
Fairies don't understand technology. A fairy may want our heroes to look some information up for her on the internet, for best effectiveness make it some seemingly random and trivial facts. But she can't remember the word internet. She describes it as humans' attempts to recreate the Nevernever with ferromancy. The place is connected by similarity, not geography. Women use their beauty to entice men. Cats have bad grammar. Trolls make stupid arguments. Continue until the party realizes what she's talking about.
TROLLBALL
A band of wandering trolls much stronger than our heroes "encourage" them to join in a game of trollball. If the party refuses the trolls say they're fine with that decision, they could use a good meal. Make sure you point out that these are some of Mab's elite warriors. The rules of trollball are not listed here, but assume it involves lots of violence and no referees. Possibly, it's really just Calvinball. Or, alternatively, trollball isn't so much a sport as it is a way to have fun at some mortals' expense. I recommend having one of the trolls explain the rules in a way that leaves the players completely confused. The troll gives up and has another troll explain it, who then gives an entirely different explanation.