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Tuesday, 20 September 2016

Fey Forest Wandering Events Table

Fey Forest Wandering Monster Table

This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.


Fey Domain

What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.

Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies,  not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.

Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.

When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.

Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.

One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.

Occupations

Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region.  Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.

Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S),  A, C, E, F, G, M, P, S, or W

Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices,  Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue,  Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger


Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)

CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)

If the listed encounters do not have a HD adjustment number, use base HD.

Encounters

My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.

Chance of running into something: 5 / 20 or a 25% chance. Each time you don't encounter something, add +1 to the next roll. (6/20 on the second roll, 7/20 on the third roll, etc.) When you roll an event, subtract three from the current counter, until the number reaches or falls below 5, then start with that base roll once more. Note there are times, if the encounter isn`t substantial / unusual, I will gloss over it, as apart of the narrative time-skip.

As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.

Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.

Base List
1 Barometz.                    CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes       CR 10 / Mine / NG  - Heavy woman with wondrous music and magic
3 Catfolk Patrol              CR 4 (2d6; ±50%, +3)
4. Moon Dog                  CR 9 / PF 5 / NG
5. Blood Hag                  CR 8  / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot                   CR 4 / PF 5 / NE - Evil plant
7. Oxylla                         CR 5 / Mine / N   Silver skinned humanoid with sharp tail
8. Maenned                     CR 8 / PF 4/ CE   Savage female humanoid often covered in blood
9. Annis                          CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim                 CR 4 / PF 4 / NE   Fay from the falls
13 Graeae                       CR 5 / PF 4 / NE    Evil Hag spellcaster
14. Vottinna                    CR 4 / Mine / NE  - Blue Monk like humanoid that can drain magic
15. Huldra                      CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq.                       CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett                     CR 6 / Mine / NG  - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad                    CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary         CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt               CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki                      CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard                          CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka                       CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander       CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden             CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy              CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider                        CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii                        CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)        
40. Location Seed: Duelling Circle or  Musical Bandstand
41. Twigjack                   CR 3 / PF 4 / N  **  Tiny humanoid composed of wound sticks
42. Satyr                         CR 4 / PF 1 / N
43. Kech                         CR 3 / PF 3 / NE       Hairless savage primate
44. Faerie: Leprechaun; (2d4  ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha               CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema            CR 4 / PF 2 / N - 2 headed snake
47. Sabosan                     CR 5 / PF 3 / NE   Batlike Humanoid, covered in fur
48. Vined Soldier            CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear.                    CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or  Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3)             Monkey humanoids with prehensile tails
52. Troll                           CR 5 / Mine / NE
53.  Ferrassil                    CR 4 / Mine / N         Green Furred Forest Minotaur  
54. Jungle Drake              CR 6 / PF 5 / NE       Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea.                       CR 4 / PF 2 / N
57. Ogre.                           CR 3 / PF 1 / CE
58. Redcap                        CR 6 / PF 2 / NE       Savage fey that carries a big knife and wears red cap
59. Luminal Sprite            CR 2 / PF 5 / CN  (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge)  ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta                     CR 5 / PF 2 / CE
65. Lurker in Light            CR 5 / PF 4 / NE  (Day) or Mngwa   CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling                     CR 3 / PF 2 / CE
69. Peryton                         CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow                     CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan                        CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg                          CR 3 / PF 1 / N
76. Assassin Vine                CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7  / PF 1 / N
79. Doppelganger                 CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad                              CR 3  / PF 1 / N
82. Ettercaps                         CR 3  / PF 1 / NE
83. Firbolg                            CR 4 / PF 5 / N
84. Girallon                          CR 6 / PF 1 / N
85. Lamia                             CR 5 / PF 5 / CE
86. Tin Man                         CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax                   CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound          CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn      CR 7 /PF 1/ CG
93. Grey Render                   CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector           CR 8 / PF 5 / CN  Youthful, small fey that steals shadows
96. Treeant                            CR 8 / PF 1 / NG
97. Corpse Lotus                   CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe                  CR 9 / PF 4 / CN   Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)


Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.

Cat-Kin  CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral;  A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful;  C, E, G, P & S
Kami  CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral;  F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil;  C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W

   No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution


Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them.  There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.

2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local

*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.