Droll
DROLL by Reagren Wright
Droll are among the larger of the fairy folk, and often get called
leprechauns. The main difference between then is sheer looks: Drolls look
like gaunt, elderly minstrels, standing two feet (1.2 m) tall, wearing some
sort of bright red apparel (a cap, shoes, backpack, a patch like pocket,
etc). They walk with a distinct hobble, but this lameness seemingly
disappears the moment a Droll becomes angry or frightened. Drolls carry
with them solid gold musical instruments. Only they possess the unique
fairy magic to construct these magical objects and make them play.
Each droll crafts his or her own unique instrument. Although the droll can
choose to make any kind of instrument, most prefer wind (flutes,
panpipes, horns) over string (lute, mandolin, or harp). Though they look
and sound like minstrels, drolls are anything but entertainers. They are
skilled thieves and con-artist. When encountered, these sly fairy folk will
be pleasant and helpful, but this is done in order to gain, the non-faerie
folks trust. The moment one decides to allow the droll to eat and drink
with them, this is when the trap is sprung. Drolls musical instruments
have the power to turn all food (including those growing on plants) and
beverage within a 50 foot (15. 2 m) radius into fairy food equivalents.
So a person drinks his or her ale or eats some beef jerky only to discover
they’ve ingested “magic mushroom.” Once under the influence of fairy
magic, the droll will attempt to steal any valuables they can and hide
them in their bright red apparel, which functions as a dimensional pocket.
Then the lame scoundrel will make a quick escape, laughing all the way.
Sometimes a droll trap doesn’t work and greedy travelers see the gold
instrument as an item that should belong to them. Drolls are more than
capable of defending themselves with their faerie magic and natural
abilities. They will protect their magical instruments to the very end, and
if one should manage to take it, one better kill the droll for he surely
hunt down the thieves and take his revenge. Drolls are one of the few
faire folk that will enter humanoid civilization, especially if they want their
magical instruments back, even though they can make another. To steal
from a Droll is to invite one of the worst wraiths known to mortal kind,
takes a thief to anger a thief.
Alignments: Almost always anarchist (miscreant or aberrant are the next most likely), however, a Droll will never deliberately hurt, steal, or betray another of the Faerie Folk.
The Eight Attributes: I.Q. 3D6, M.E. 2D6+3, M.A. 4D6, P.S. 2D6, P.P. 3D6+6, P.E. 3D6, P.B. 2D6 (minimum of 6, Spd 1D6 (pretending) 6D6+8 (actual).
Hit Points: P.E. attribute x3
S.D.C.: 4D6
Natural A.R.: 8
Horror Factor/Awe: 8
P.P.E.: 1D6x100, plus can automatically draw on the P.P.E. around them from ley lines and nexus points.
R.C.C. Skills: Speak Faerie and Gobblely 98%, Speak Elf/Dragonese and Dwarf 80%, speak one additional language at the base skill +25% bonus. Other skills includes play musical instrument (any) 98%, sing 90%, jesting 85%, dance 80%, tumbling 70%, juggling 65%, land navigation 70%, pick pocket 65%, palming 50%, prowl 65%, concealment 70%, general repair/maintenance 75%, metalworking 80%, sculpting & whittling 80%, carpentry 70%, and W.P. knife. Skills do not increase.
Natural Abilities: Nightvision 60 feet (18.2 m), keen normal vision and superior hearing (cannot be surprised or snuck up from behind), turn invisible at will, see the invisible, dimensional pocket, and build magical gold instruments that possess Jinx Magic (make all food and beverage within 50 feet (15.2 m) have the same magical effects as Faerie Food, including Faerie drinks and ointments.). Duration: 1D4 hours.
Attacks Per Melee: Two physical hand to hand attack or three using magic.
Bonuses: +4 on initiative, +1 to parry, +4 to dodge, +2 to roll with impact, +3 to save vs. magic, +2 to save vs. all other saving throws, and +6 to save vs. Horror Factor.
Vulnerabilities: Same means used to protect oneself from all faerie folk. Magic Spells: Charm, Mute, Blind, Escape, Create Bread & Milk, Reduce Self (to six inches), and Faerie Dance.
Psionics: None
Value: Their gold instruments although useless as magical items, can fetch 3x their replacement value (Some Instruments in Adventures on the High Seas, page 20-21).
Average Life Span: Immortal until slain.
Habitat: Anywhere
Range: Anywhere
Language: See above.
Enemies: Humanoids of all sorts. They are especially fearful of large monster races (ogres, trolls, and giant kind) who think their gnomes and therefore edible.
Allies: Good and evil faerie folk. They are distrustful of other creatures of magic, especially those who are good in alignment.
Size: 2 feet (.6 m) tall.
Weight: 35-40 lbs (15-18 kg).