Showing posts with label 38. Show all posts
Showing posts with label 38. Show all posts

Wednesday, April 6, 2016

Hex 38

38. Shemaras Ring (Southeastern Hex)
In this small glade is a ring of moss covered stones, about 2-4’ high, rounded and well weathered.  This is a Shemaras Ring, a gate to the Faerie Realm.  Offering a sheep or a goat will summon a faerie (typically a sprite) who will escort the party to the Faerie Realm. A star flower with a phase-door or passwall spell cast on it will also grant access to the Faerie Realm.

In the center of the circle is a very worn stone with runes etched into it.  The runes say (in an ancient tongue), “For the Woodland Heart, A Gift Is Given, From the Woodland Heart, A Blessing Received.”  Leaving an appropriate offering on the stone will cause good/neutral aligned parties to receive the equivalent of a Bless spell for 24 hours. Leaving an inappropriate offering (something not worthy somehow) causes nothing to happen. Leaving the Ring without leaving behind some kind of offering to the Faerie summons 5-20 invisible sprites who will try to use their sleep poisoned arrows to stop the party, exact a fair offering from them, tie them up and leave them somewhere unfortunate (DM discretion. perhaps outsided the Gnome King's hall, or random location select hex by rolling 2d20).  If one or more sprites is killed, they will flee back to Faerie, gather reinforcements (more sprites, brownies, pixies, nixies, etc), and bring much trouble to the party (they will become a constant nuisance until the party makes amends or may try to kill the party if the party’s actions warranted such an action.).


SPRITES (5d4): AC 6; MV 90’/180’; MC: B; HD 1; hp 1-8; THAC0 19; #AT 1; D by wpn; SA Invisibility, Detect Good/Evil; SD Move Silently, -4 to-hit when invisible; SZ S; Int Very; AL N; XP 80+1/hp

TO FINISH: Image

NOTE: The Faerie Realm is a huge undertaking that I probably won't ever get to, though I'd like to...