Fey Incursion: Chapter 1
Disaster after disaster strikes Ioth Academy! First the Wrath of Boreas, then The Night of a Thousand Eyes. Now the golden sphere protecting the academy is weakened, and something more troubles the faculty of the school, something they've yet to share with the many students worrying about their future.
Nevertheless into the paler, thinner light of a new day, life at the school resumes. Classes, after-school activities, social lives and homework. An attempt at normalcy in an abnormal place. But amidst all this, a strange tree flourishes in the depths of the Undercroft, and the mysterious otherworldly interlopers who've plagued the school for years are at last unleashed...
Fey Incursion: Chapter 1
Your students are returning to their classes. An extra week of classes have been implemented to help everyone get back on track before midterms, and it's going to take all your focus just to try and be productive. Not helping factors are the mysterious happenings that point towards an ongoing infiltration of the academy by the forces of the Otherworld... In Chapter 1, your students finish up Trauma Week and return to their classes, preparing for Midterms (which will occur in Chapter 2). During this phase, roll once on the table below. You may roll individually for your student or as part of a group--your call.d8+d12 | Encounter |
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2 | Fey Merchant |
3 | Quickling Raid |
4 | Flithidiir Cacophany |
5 | World Windows |
6 | Waking Feyscape |
7 | Bridge Toll |
8 | Unexpected Treats |
9 | Pesky Pixies |
10 | Fey Reflections |
11 | Blasted Boggles! |
12 | Pop Quiz |
13 | Blasted Boggles! |
14 | Codex Recruiters |
15 | Enchanting Echoes |
16 | Unseen Presence |
17 | A Single Sluagh |
18 | Satyr Pipes |
19 | Suspicious Sprites |
20 | Rum Gremlin |
2. Fey Merchant
A student you've never seen before with vibrant, green and violet eyes, offers you a deal. They've got some magic items and all they'll cost you in return is a little favor...
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When you inquire after an item, roll 1d10 to determine the price. You are aware of this price before you pay it, though the merchant may attempt to sweet talk or mislead you, they cannot lie to you about the price.
A geas functions as the spell, except that it cannot be broken by most mortal magic.
Each of these magic items can only ever be purchased once, by any student.
- Bag of Tricks, Rust
- Boots of Elvenkind
- Boots of False Tracks
- Bracers of Archery
- Charlatan's Die
- Cloak of Elvenkind
- Cloak of Many Fashions
- Dark Shard Amulet
- Glamerweave, Uncommon
- Gloves of Thievery
- Moon-Touched Sword, Any
1d10 | Geas |
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1 | Give the merchant 1d4 of your happiest memories |
2 | Utterly destroy a specific cold iron object--in a teacher's office |
3 | Give the merchant one syllable of your name |
4 | Slay a particular fey, bring the merchant its head |
5 | Trade the merchant a simple lock of your hair |
6 | Tell the merchant your single darkest secret |
7 | Drink a mysterious potion the merchant gives you |
8 | Trade the merchant an important aspect of your beauty |
9 | Instantly age 2d6 years |
10 | Lose a specific, unnamed item on your person |
3. Quickling Raid
What was that? It moved so fast you're not even sure it was real. Was it the wind? Why is my coinpurse lighter all of a sudden?
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A Quickling (Volo's Guide to Monsters) moves with unbelievable speed past you. Quicklings are hateful and like to sow strife and discord. It will try to steal something from one student and plant it on another student, hoping to start a fight. The quickling has a stealth of +8. If it beats your passive perception, you don't see it at all!
The Quickling makes a Sleight of Hand check at +8. If it beats your passive perception again, you don't notice it lift an item from one student and plant it on another. The quickling must roll a 15 or higher to succeed. Whether it successfully steals something or fails doesn't impact whether you catch it--that's affected only by your passive perception.
If noticed, the Quickling zooms away at 120ft per round.
4. Flithidiir Cacophany
An unusual flock of colorful birds gather nearby. They are easily bored and like shiny things, and if they get too bored, or too annoyed, they make a horrible noise!
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You notice keen-eyed, feathery crested birds gathering nearby. They chirp and squak at each other. Fascinated by songs, stories, unusual food and shiny things, they are looking for something to do. The Flithidir are shapeshifting fey.
You must either bribe them with food or an interesting item, tell an unusual and riveting story, sing a song, or otherwise please them (DC 14 or a suitable offering. If successful, they entertain you with a stunning acrobatic display of flight and song. Gain Inspiration If you fail, they'll squawk so loudly that you must save DC 14 Constitution. On a failure, they harass and stalk you so much, you're going to have disadvantage on your next midterm.
5. World Windows
As you walk through a gallery filled with paintings, portraits or tapestries, you notice a warm breeze against your skin. Something is different today...
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Wooden objects in the area, including the doors, furniture, picture frames, and any carried or worn wooden items, sprout leaves and flower buds. For the next six minutes the paintings in the gallery shift their scenes and begin to move their frames as if they are windows into a different world. If you succeed on a DC 15 Intelligence (Investigation) check, you realize that while these effects are illusory, they are showing events that are actually happening in the Otherworld. You'll gain Inspiration on one future Fey Incursion encounter.
6. Waking Feyscape
The next time you wake up, the strong scent of unfamiliar flowers wills your nostrils...
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Upon awakening from sleep, you find yourself surrounded by brightly colored mushrooms. Your sleeping area is filled with enormous, brightly and unusually colored vegetation. Strange floral scents assault your senses and trees droop with bizarre-looking fruits that nevertheless taste amazingly good if eaten.
If you succeed on an Intelligence (Investigation) or Intelligence (Arcana) check DC 14, you realize this is all an illusion. Otherwise, you must succeed on a Wisdom DC 14 Saving Throw to voluntarily leave the room. Failing to leave your sleeping areas means you miss some classes, which imposes disadvantage on your next midterm.
7. Bridge Toll
A routine crossing over a waterway in the ring takes an odd turn...
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As you begin to cross a bridge--perhaps the causeway leading off of Tarslemoore Hall--you may notice a faint giggling with a successful DC 15 Wisdom (Perception) check. Unless you have fey knowledge (Arcana, History, or a fey connection of some kind), you may not know what to make of it. If you throw a gold coin over the bridge into the waters below, the giggling stops and the effect is neutralized until you leave the bridge.
Otherwise, as you cross the bridge, an invisible Unseen Servant attempts to snatch an unattended object on your person and throw it into the water below. Each creature who crosses the bridge is attacked at +3 with advantage. A hit steals a random object from your inventory and hurls it off the bridge.
8. Unexpected Treats
Who left that plate filled with delicate, delightful, flaky and fruit filled pastries lying around?
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If eaten, the pastries are absolutely delicious. Each one replicates the effects of a single Goodberry as the spell. I'm sure there won't be any long-term consequences to this! :-)
9. Pesky Pixies
Ahh, the familiar bell-chime giggling of invisible pranksters. Hope you like clucking like a chicken.
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2d4 Pixies appear. They are completely invisible. While they have a number of pranks up their sleeve, their favorite is polymorphing students into innocuous animals. Chickens, toads, newts, you name it.
10. Fey Reflections
Mirrors have a sinister reputation in Anacra, but what about simple pools of reflective water?
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As you pass by a pool of water, you may notice a flash of bright color on the surface with a successful DC 10 Wisdom (Perception) check. The reflections of the immediate surroundings shift to show the sky and terrain on the other side of the veil between the mortal world and the faerie realm for 1d3 minutes. Make an Intelligence saving throw, DC 11. On a success, you realize this is an illusion. On a failure, you are distracted, and will have disadvantage on any Wisdom (perception) checks you make during Chapter 2 of Fey Incursion.
11. Blasted Boggles!
In Tarslemoore Hall, it's always boggle day.
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You run afoul of a sticky puddle of Boggle Grease. Roll a Strength save, DC 11. On a failure, you are stuck and will be late for class. Take disadvantage on your next Midterm. There is a good chance your boots do not survive this.
12. Pop Quiz
It was supposed to be a normal day at class. But then the professor had to surprise you with this!
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You must take a surprise quiz in your class. Make a DC 13 Intelligence (Arcana, History, Nature or Religion) check, or a different skill check relevant to a class you're currently taking. On a success, you pass. On a failure, you must either skip an after-school activity to make up for this (lose your Student Die for that activity for the rest of Fey Incursion) or you'll suffer Disadvantage on your next midterm.
13. Blasted Boggles!
Watch out for that slippery patch!
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You run afoul of a slippery puddle of Boggle Grease. Roll a DC 11 Dexterity saving throw. On a failure, you slip and fall, embarrassing yourself in front of your peers and possibly injuring yourself. Take disadvantage on any Charisma checks made to influence students during the rest of Fey Incursion. If you roll a natural 1, go to the apothecary's office immediately.
14. Codex Recruiters
The best of the best! Definitely not a cult! If you are not a member of The Codex but you have good grades, you have an opportunity to apply for membership.15. Enchanting Echoes
Strange music on a sweet wind...
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This event can happen anywhere, at any time. Roll a Wisdom (Insight) check, DC 15. On success, you notice a growing sense of excitement. You hear the echoes of beautiful, eerie pipes wafting in on the breeze. You can shut it out with a DC 11 Intelligence saving throw and realize it's an illusion. If you don't, you are distracted in your classes, but filled with adrenaline. Gain advantage on your next Charisma based check, but suffer Disadvantage on your next midterm.
16. Unseen Presence
You get the eerie feeling that you are being watched...
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Roll a DC 10 Wisdom (Insight) check. On success, you have a profound feeling of being watched. On a successful Wisdom (Perception) DC 10, you begin noticing flashes of movement, and the sounds of rustling leaves, snapping twigs, and tiny running feet for 1d3 minutes. A DC 12 Intelligence (Investigation) check reveals that these effects are illusory. If you fail this check and go off hunting for the source, the noises lead you on a wild goose chase. You miss out on some important classes, taking disadvantage on your next Midterm, and you randomly run into another group of students participating in this event.
17. A Single Sluagh
What was that?
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Out of the corner of your eye you see something--a tiny, gaunt humanoid creature the size of a weasel. It has no legs--instead, its torso tapers off in a disquieting way. It hisses at you through a mouth full of pointed teeth, then flits away.
Gain an Unseelie Omen for Fey Incursion Chapter 2, then roll again. If you roll another 17, that's very unlucky.
18. Satyr Pipes
You hear them long before you see them. In fact, you don't see them at all.
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Sweet fairy music fills your ears. Roll DC 13 Wisdom saving throws. On a success, you can resist the call, on a failure, you are Charmed for the rest of the day. Skip your classes, go flirt with your crush, raid the kitchen, relax in the sun, take it easy! Live the good life! If you are Charmed and nobody breaks you out of it, gain a Seelie Omen and take disadvantage on your next Midterm.
19. Suspicious Sprites
Tiny warriors of nature on patrol
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2d4 invisible Sprites watch you suspiciously. They have the power to see into your heart. If they find darkness, hatred, an unseelie or fiendish connection, they will fire their poisoned darts at you. Each attacks from invisibility at +6 with advantage. On a hit, take 1 damage and save DC 10 or become unconscious for 1 hour. If everyone in your group is knocked unconscious, you wake up in the Undercroft!
20. Rum Gremlin
You'll wish the Rum was gone.
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An unseen Wild Fey lurks nearby, helping themselves to the teachers' reserves of adult beverages, but unfortunately their influence is leaking. Roll a DC 12 Constitution check or you're drunk for one hour (poisoned, if you move more than half speed in one round you fall prone). If a Caretaker or Warden catches you drunk, you might get pulled out of your extracurricular activities over this. Degenerate Sixth-Years have advantage on the roll.
Parent Plot
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