Skip to content

Faerie Tale Encounters – The Lady of the Lake

This encounter involves a battle with some crafty opponents and a test of honesty.  It’s appropriate for a level 2-4 party.  Use this encounter whenever the PCs take a rest in a forested area.

“You set down your equipment and stretch your legs on a grassy knoll.  The sun’s rays peak through the branches above you, creating dancing shadows in the wind.  The knoll gently slopes down to a small, tranquil lake where frogs rest on lily pads and dragonflies dart in and out of the tall grass.”

1. Grassy Knoll

Seven mischievous redcaps call a hollowed stump their home and the sight of humans whets their appetite for blood.  Four redcaps will hide in the trees armed with slings while three of them move silently up to the party and snatch any loose valuables they can grab including loose weapons such as polearms, quivers, or bows.  If anyone is carrying a sheathed weapon on their belt then they use their pick pockets ability to cut the weapon free.  When their hands are full or they’re spotted, the redcaps toss the loose equipment into the lake and fight back.

If the redcaps surprise the party, they fall back to their tree stump to grab their weapons and lure the party into their snare trap.  The redcaps in the trees will stay hidden.  The redcaps in the trees will attack with their slings and drop to the ground when harried by ranged attacks.  They always target wizards, priests, and archers in that order of importance.  All seven redcaps will fight to the death.

2. The Stump

The stump quickly slopes underground to a small, one-roomed burrow with a 5’ high ceiling.  The only source of illumination is the small ray of light pouring from the stump’s opening.  A foul smell of decaying flesh and body odor permeates the area.  There’s a shoddily crafted wooden table in the center of the room, a row of beds made from bloodstained clothing, and a pot full of blood and gore.  A patchwork nightcap, freshly stained with blood, was in the process of being stitched together with a discarded piece of cloth, needle still in it, lying next to the hat.

A trip wire is hidden in the entrance.  Stepping on it causes a barrel of gore and dismembered parts to fall on the character dealing 2d6 points of damage (save vs. breath for half).

A small, wooden chest is poorly buried underneath the table.    The chest is locked and contains 50pp, 30sp, and two vials of type A poison.

3. Leliana’s Lake

Leliana, a fun loving nymph, calls this lake her home.  She hates the redcaps but she’s timid and easily shaken at the sight of violence.  If any equipment was tossed into the lake, she retrieves it and calls the party to her side.  Leliana returns any discarded equipment except one item that fancies her (a weapon, shield, suit of armor, ring, etc.).

Leliana poses a test of honesty to the characters.  If the owner of the item asks for his lost possession back, she’ll tell them “Oh, you mean this old thing?” before offering an item from her underwater grotto.  If the character truthfully denies the item, she congratulates their honesty, returns their lost valuable, and hands over the item from her grotto.  If they accept Leliana’s item, she scoffs at retreats to her grotto to add the lost item to her growing collection.

If attacked, Leliana charms the strongest looking character and orders them to attack, focusing on casters first., then retreats to her grotto.  If encountered in her grotto, she pleads for her life and offers an item from her collection in exchange.  If Leliana survives the encounter, she requests help from the region’s druids who track down the party in an attempt to retreive any stolen goods and harass the party.  If Leliana was seriously injured (less than one-quarter of her hit points) or sexually assaulted, the druids attack to kill.

4. Underwater Grotto

This small, dry cave set underneath the hills and accessible by a 50’ tunnel underwater is decorated with plush cloth and pillows.  The grotto is lit with a magical gem set in the center and air comes in from holes in the ceiling.  Leliana keeps her collection of magical items here and will offer it as part of her test if the character’s lose any items.  Deep within well hidden nooks are a trident +1, sharkskin scalemail (weighs 10lbs less than normal scale and is valued at ), gem of brightness (casts light over the room), small emerald (worth 2,500gp), wand of wonder (7 charges), and a ring of protection +1.

REWARDS

The characters receive 600xp if they find the redcap’s hidden treasure.  The character who passes Leliana’s test receives 150xp.  The total experience value of Leliana’s treasure is 5,440xp.

——-

NEW MONSTER

Redcap

CLIMATE/TERRAIN: Humanoid civilized areas

FREQUENCY: Uncommon

ORGANIZATION: Solitary or group

ACTIVITY CYCLE: Any

DIET: Carnivore

INTELLIGENCE: Average (8)

TREASURE: I, X

ALIGNMENT: Chaotic evil

NO. APPEARING: 2-16

ARMOR CLASS: 3

MOVEMENT: 12

HIT DICE: 3 (12hp)

THAC0: 17

NO. OF ATTACKS: 2

DAMAGE/ATTACK: By weapons

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

MAGICAL RESISTANCE: Nil

SIZE: S (3’ tall)

MORALE: Elite (13-14)

XP VALUE: 120xp

Redcaps are evil, vicious sylvans that prowl highways and common trails.  They look like short, haunched over men with wrinkly tan skin, black eyes, long fingers, and sharp teeth.  Redcaps are exceptionally swift with thick skin giving them an AC of 3.  They wear caps which they soak in the blood of their victims and tales say that if a redcap’s cap ever dries, they die.

Combat

Redcaps lure their foes into traps and pummel them from afar with slings before closing in with a halberd, their preferred weapon.  Redcaps often employ crippling poisons and enjoy ambushing their opponents, their natural swiftness giving their targets a -2 penalty to surprise checks.  Redcaps can move silently and pick pockets as a thief with 80% proficiency.

Habitat/Society

Redcaps usually establish small groups and find a home, usually a burrow or cave, near a well established road or trail.  Oddly enough, redcaps are extremely loyal to each other and protect their homes with extreme ferocity.  Each group knits a special cap which serves as an identifier for them.  Although simple, redcaps are intelligent enough to scout out potential homes for other redcaps in the vicinity as they know not to attract attention to themselves.

Ecology

Redcaps have an unexplained, savage lust for fresh human and demihuman blood.  They hand knit caps from discarded clothing and soak them in the gore of their victims.  Despite the legend’s surrounding it (as no redcap’s cap has ever gone dry while it lived), a redcap does not actually die if its cap is dry.  So great is the redcap’s paranoia and focus over their individual hat that they actually die from shock if it’s forcibly removed for 1d4+1 rounds.

Faerie Tale Encounters – The Bridge and the Troll

Brothers Grimm, Anansi, Aesop, and countless of tale tellers real and fictional have regaled humans with fantastic tales meant to entertain and educate.  Each tale is strongly rooted in fantasy while retaining an air of realism that connects the fantastic with the real.  For the next week or so I’ll be publishing free encounters inspired by faerie tales from around the world.  Use these in your game when you want to introduce a fun or unique scenario to keep your players on their toes.

————-

THE BRIDGE AND THE TROLL

This is an encounter appropriate for a level 5 party of five or six.

The DM reads: “You come to a river cutting through the river on a flat farmland. The river extends to the horizon in both directions with a strong current.. A simple stone bridge, aged with overgrown grass, flowers, and moss, closes the 10 yard gap.”

Before the players reach the bridge, a scrag (water troll) rises from the water and hops on the bridge, barring the path. Holding his arms out in a nonthreatening fashion, he introduces himself as Krath, guardian of the bridge, and refuses to let anyone pass unless they prove themselves “worthy” through a mental challenge. If they succeed, he ‘gifts’ them with a magic pendant of luck (which is actually cursed) and a sack with 100gp. If they answer incorrectly, he eats the one who answered wrong.

Krath asks a single riddle. Roll 1d4 to choose randomly. He waits as long as it takes for someone to answer.

Random Riddles (1d4)
1. Question: A human warrior walks into a room with six wooden chairs and six elves sitting down. The warrior picks an elf up and throws him out the window. How many legs are in the room?
Answer: 36. 24 chair legs (4 per chair) and 12 humanoid legs (five elves and one human).

2. Question: A druid is bitten by a werewolf and contracts lycanthropy. On the night before the full moon, he transforms and bites his wife. On the night of the full moon, he transforms and bites his father. On the night after the full moon, he transforms and bites his sister. How many people total did the druid possibly infect?
Answer: None. Only true lycanthropes can spread lycanthropy.

3. Question: A dwarf wakes up in the morning and drinks four beers. At noon, he drinks six beers. In the evening, he drinks three beers. Working through the night, the dwarf drinks seven beers at noon and goes to sleep. How many beers did the dwarf drink that day?
Answer: Seven. He woke up in the morning the previous day making the seven beers his first drinks of the new day.

4. Question: In my pocket is eighteen copper pieces, twenty-two silver pieces, and ten gold pieces. How many pounds of gold are in my pocket?
Answer: .20 or one-fifth. Fifty gold pieces to a pound and there are ten gold pieces.

——–

If the answer is correct, Krath congratulates them on their skill, rewards them with the pendant and the gold, then returns to his home under the bridge. If a character answers incorrectly, Krath immediately attacks them. Krath fights as a freshwater troll with 8 hit dice (44 hit points, 1,000xp) and his extra thick skin gives him an AC of 1.

Krath has a twisted sense of honor, attacking only the one who answered incorrectly. Krath is oddly attached to his choosen bridge and will never move further than 30 feet away. If the characters try to answer his question from afar, he asks them to come within 10 feet because his hearing is poor. So powerful is Krath’s attachment that any magical attempts to move him across his bridge automatically fail.

If the PCs attack Krath he fights back attempting to grab and drag heavily armored characters into the water. Characters wielding fire or acid are attacked first and he fights them while submerged in the shallow end of the river implying a +4 bonus to his save vs. fire or acid spells. If characters attack him from afar he tosses heavy stones (short range 2, medium range 4, long range 6, 1d6 points of damage). If the characters fight him from afar with fire or acid ranged weapons, Krath tosses rocks while taking cover using the bridge and water implying a -4 penalty to hit.

Krath is cowardly. If he’s brought down to less than a quarter of his health he foresakes his bridge, grabs his knapsack, and swims down river (the powerful current increases his swimming speed by 2). Krath eventually finds another bridge and may show up in a future encounter. Krath is held in high favor by the god of trickery (or any kind of deity that favors luck or fate). If Krath is killed, the character that dealt the final blow suffers a -1 penalty to attacks and saves for 1d3+1 weeks.

Trying to cross the river by swimming is difficult because the rapids are fast. Any attempt requires a swim proficiency check or a strength check at a -4 penalty. Failing drags the character under and carries him 60 feet down river in a single round. Trying to ford the river in a raft or swimming across within Krath’s sight will result in him tossing rocks while muttering curses.

If the party has a ram or adult male goat with them it immediately flies into a rage at Krath’s presence, breaks free of any nonmagical bonds, and charges the troll. The attack instantly knocks Krath off his bridge and down river. The characters are rewarded with full experience as if they had defeated Krath in combat.

Rewards

If a character answers Krath’s riddle correctly they’re given a cursed pendant of luck and 100gp. The character who answered (or first came up with the answer) is rewarded with 250xp.

Krath has a small burrow underneath the far end of the bridge where the characters may find the remains of his unfortunate victims under a musty straw bed. Krath also keeps a well hidden knapsack (sized for a giant) of the treasure he earns from dull witted travelers.

Inside the knapsack are 3 pendants of luck (all cursed), a garnet (500gp), 2 black opals (1,000gp each), a flawed chunk of obsidian (10gp), potion of fire breath, a scroll of fireball (level 8 wizard), three arrows of slaying (giants), and Rams-head, a +1 longsword that functions as a +2 longsword against regenerating creatures and can automatically slay them if helpless or reduced to 0 or fewer hit points. Krath was going to destroy those last four items before the PCs arrived.

If the PCs cross the bridge peacefully, reward them with 3,600 group experience points. If the group finds the treasure (which usually means they killed Krath or somehow tricked him) reward them with an additional 4,560xp.

Pendant of Luck: This is a finely crafted grinning mask pendant carved from ivory, gem encrusted, and set on a pure gold chain. A gemcutter or dwarf would estimate its value at 1,200gp. In reality the item is cursed. Wearing the pendant implies a 5% chance to fail at a single task per day when the results of failure would most inconvenience the wearer. Traps go off even when the wearer thinks he disarmed them, his grip loosens causing his magical sword to fall down a well, he says something offensive to the baron’s wife, or his spells target a random ally (when harmful) or enemy (when beneficial). This chance increases by 5% cumulatively each day until the check is made reseting the chance back to 5%.

Despite being cursed, the amulet can be removed in which case the penalty to fail still remains but does not accumulate daily. Regardless of how long a character wears the pendant, every time it is removed and put on adds an additional 5% to the chance of failure. The chance of failure is eliminated by a remove curse spell.

The pendant never detects as magical and its cursed status can only be revealed by a 9th level or higher wizard who casts identify and only on a 1-in-4 chance (1 on a 1d4). The deities of trickery have created a powerful curse indeed.

Hello World!

Welcome to my website.  This website serves as the home of my 2nd Edition retro-clone For Gold & Glory.  As a fan of role-playing and fantasy supplements in general, expect my musings, reviews, adventures, homebrew rules, and periodicals.  I like to keep my words curt and layout clean.  Don’t hold me to it, but expect an update on Mondays, Wednesdays, and Fridays.