For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with fey warped by the blood of the gods, doomed to live out their short lives moving faster than the rest of the universe. Q is for Quickling.
Quickling
Brief Description: Quicklings are descended from fey that have been warped by exposure to the blood of a fallen goddess. These twisted caricatures of other faerie-kin are doomed to live short lives at breakneck speeds. This curse frustrates many quicklings, resulting in an intense hatred of all races (especially the other fey creatures) excluding their own kind. Quicklings are small and slender, resembling miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their skin ranges from pale to blue-white, and their hair is silver or white. Quicklings have little regard for their own personal safety, relying on their preternatural speed to protect them from harm. Thus, quicklings will often attack by rushing in, stabbing a foe with its daggers, and then moving out of melee range before the opponent can react.
Encounter Groups: These are common encounter groups for this type of encounter.
- Novice (levels 1-3): 2 Quicklings. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)
- Seasoned (levels 4-6): 4 Quicklings, 2 Quickling Warriors, 1 Quickling Warlord. 1d6+1 gems, 1d6+1 jewelry, two consumable items (50% chance each), and one magic item (50% chance).
- Veteran (levels 7-10): 8 Quicklings, 4 Quickling Warriors, 2 Quickling Warlords. 2d6 gems, 2d6 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).
Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
- Quickling: AC 0 [19]; HD 1d6 hp; Atk: three dagger strikes (1d4 + paralytic poison); ST: 18; SP: natural invisibility (only visible when attacking), paralytic poison (target paralyzed, save 1/round, save ends); MV: 96; CL 8; XP 800.
- Quickling Warrior: AC -2 [21]; HD 2; Atk: three dagger strikes (1d4 + paralytic poison); ST: 16; SP: natural invisibility (only visible when attacking), paralytic poison (target paralyzed, save 1/round, save ends); MV: 96; CL 10; XP 1,400.
- Quickling Warlord: AC -4 [23]; HD 5; Atk: three dagger strikes (1d4 + paralytic poison); ST: 12; SP: natural invisibility (only visible when attacking), paralytic poison (target paralyzed, save 1/round, save ends); MV: 96; CL 13; XP 2,300.
Encounter Ideas: Here are six different scenarios related to this encounter type.
- The quicklings are seeking specific herbs to harvest for their paralytic poison.
- The quicklings are burning one of their recently fallen when the party comes upon them.
- The quicklings are harassing a small band of helpless travelers.
- The quicklings are returning to their lair with recently discovered treasure.
- The quicklings are in the process of building a faerie mound to mark their territory when the party comes upon them.
- The quicklings are feasting on unidentified flesh when the party comes upon them.
Enjoy,
Flynn
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