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Faery's Tale Deluxe - Etud

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excuses himself and suggests the faeries rest<br />

up, so they can be ready for the long journey<br />

to Wheatvale when morning comes.<br />

Bob Carter<br />

The journey to the outskirts of Wheatvale<br />

should be uneventful. Describe the trip,<br />

though, to give the players a chance to interact<br />

in character, making plans and discussing the<br />

situation.<br />

According to Dribble’s instructions, the<br />

directions tell them that the village is on the<br />

other side of the Singing Brook. They can<br />

get there by crossing its gently curving stone<br />

footbridge, by flying, or by swimming (it’s too<br />

deep to wade across).<br />

Before you set eyes on the bridge to<br />

Wheatvale, you hear a loud braying noise.<br />

Then you see a curious figure making his way<br />

across the bridge. It’s a tall, gangly mortal with<br />

the head of a donkey. “Whoaaaa is me!” he<br />

cries, in his mulish voice. He peers down into<br />

the clear waters of the Singing Brook. “My<br />

ha-a-aa-a-andsome face, go-o-o-o-o-oo-ne,<br />

repla-a-a-a-a-ced by this ho-o-o-oo-o-orible<br />

thing!”<br />

This is Bob Carter, who, as his name<br />

suggests, transports goods for a living. He<br />

fancies himself a handsome fellow and a gift<br />

to the young ladies of all the nearby villages.<br />

Bob finds his new face completely distressing<br />

— <strong>Tale</strong>s of the Fey —<br />

Wheatvalites and Faeries<br />

— 81 —<br />

and will cooperate fully with the faeries if he<br />

thinks they can get his old chiseled features<br />

back.<br />

Ideally, the faeries should have to work a<br />

little to get him on their side. Having heard<br />

him moan about his lost handsomeness, they<br />

can convince him to help them. In the case<br />

of a young or less aggressive group, though,<br />

he might have to propose the arrangement<br />

himself.<br />

Wheatvale<br />

Wheatvale is a sleepy little farming village<br />

along the river bank. It boasts a mill for<br />

grinding grain into flour, and the operations<br />

of several craftsmen, including a blacksmith,<br />

tanner, and barrelmaker. About three dozen<br />

thatched cottages, their walls made of stone<br />

masonry, nestle around a bare patch of ground<br />

used as the village square. A new well sits<br />

in the middle of the square. Chickens peck<br />

around the footpaths. Occasionally pet dogs<br />

rush at them, sending them squawking away.<br />

The Suspects<br />

Investigation-based adventures can be<br />

challenging even for experienced players and<br />

Narrators. If the faeries fail to discover an<br />

important clue, or find it but disregard its<br />

importance, mystery scenarios can grind to a<br />

halt. When this happens, you can have a hard<br />

time getting the story back on track.<br />

The people of Wheatvale know about faeries and believe that they exist. Some will be<br />

scared of them, others may like them, but they won’t be reduced to stammering shock<br />

by the sight of one.<br />

The main challenge confronting the faeries in a village full of mortals is getting the<br />

people to take them seriously and cooperate with them. Everybody knows that faeries<br />

play tricks on mortals. The folk of Wheatvale will accuse the group of being behind<br />

the mischief. The guilty party may be especially vocal in pinning the blame on them<br />

(although the faeries shouldn’t be able to solve the mystery simply by listening for the<br />

loudest blame-passer).<br />

For this reason, they’ll be smart to work through an intermediary, either Bob Carter<br />

or somebody else, at least at first. He can ask questions, provide information, and take<br />

action on their behalf.

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