The Great Fairy Crystal Rescue

by maletichu

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The Great Fairy Crystal Rescue!

Story Overview

The Fairy Queen has informed you that an ogre has stolen the magic crystal! Without the crystal, all the magic in the fairy realm will weaken until it disappears completely! The Fairy Queen has blessed you with all the items, skills and extra magic the kingdom can spare. After searching far and wide, you and your friends are finally about to infiltrate the ogre’s den and steal the magic crystal. Your objective; get in, get the crystal, get out before the ogre catches you!

This multi-player game encourages parties of 3+ to embark on a mystical heist to retrieve the ancient crystal from a horrendous ogre. Approximately an hour for an average play session. This whimsical adventure includes two pages of instructions; one for players to Roll for character creation and one for the Game Master to decree instructions.

Equiptment needed

1 D6
1 D8

Part 1: Player information

Character Design

Descriptors and Skills (Roll 1 D6)

  1. Friendly
  2. Tough/Strong
  3. Charming/Inspiring
  4. Assertive/Smart
  5. Playful
  6. Bewitching/Sneaky

Role (Roll 1 D6) (bonus use limit 3 times/gameplay)

  1. Brains (+1 to Roll)
  2. Muscle (+2 to Roll)
  3. The “looks”/distraction (+1 to Roll)
  4. Thief (always finds something when looting)
  5. Spell-caster (spells work every time)
  6. Safecracker (+1 to Roll)

Elements (Roll 1 D6)

  1. Pixie Dust
  2. Water
  3. Fire
  4. Lightning
  5. Grass
  6. Air

Items (Optional--Roll 1 D6 once/twice)

  1. Wand
  2. Earring
  3. Necklace
  4. Shield
  5. Cape
  6. Sword

Stats

  • Each stat starts with 4 points, for a total of 8 points. A single point is moved between categories depending on the aura of action completed.
  • CAST: used to complete fairy-like actions. Actions include casting spells, charms, and other abilities and actions that a fairy would.
  • CORRUPT: used to complete other actions that DO NOT involve using magic. Actions include killing a beast with a sword.

Actions

When an action is agreed upon, the player must Roll at D8 to determine if the action can be completed. The die must show a number equal to, or greater than the relevant stat for the action to be completed. The action is not completed if the die shows a number less than the relevant stat.

Changing Stats

  • Spell-caster’s Elbow: Overuse of magic! A player cannot cast spells 2 turns in a row! If the player does, their next turn fails. Move one point from CAST to CORRUPT as a consequence.
  • Fairy Queen’s Kiss: If 3 turns succeed, the next turn will automatically succeed due to the Fairy Queen’s love and thanks for your dedication.

Death in the Ogre's Den

  • If the CAST stat reaches 8, you have failed your mission, the trail of pixie dust becomes too noticeable and you have been captured by the ogre. The game is over.
  • If the CORRUPT stat reaches 8, you have failed your mission and have succumbed to the temptations of the dark realm. The game is over.

Icon Legend

  • Keylocks are Security Features-Be prepared to face an enemy

    The security features with STAR icons are decided by players Rolls, the security features with natural numbers are static encounters. (Story introductions are found below)

    1. Three guard crows (defeat with 3 hits)
    2. One-eyed ogre blocks your path! (defeat with 6 hits)
    3. Three elves are scurrying around the room looking for hidden chests, defeat them to pass! (defeat with 3 hits)
    4. A sleeping ogre blocks your path! (defeat with 5 hits)
  • A wishing well, Roll a D6 to determine how you interact with it.

  • A coil identifies a rose bush blocking your path. Find a way to get over it. (Displayed horizontally and vertically)

  • Two parallel lines signifies a locked gate blocking your path. Find a way to get through it. (Displayed horizontally and vertically)

  • A treasure chest icon that indicates riches! Players Rolled to determine what’s in the chest--treasure is not revealed until the chest is open. Roll a 3 or higher on a D6 to unlock.

Looting

Any player can loot a room at any time--even in battle to find objects to use in combat. A room can only be looted TWICE. Roll a D8 to determine reward.

  1. You found a four-leaf clover, add 1 to your next role.
  2. You found a mystical herb, add 2 to your next role.
  3. You thought you saw something sparkle on the ground, heading towards it you trip on a rock and cannot see the sparkle anymore.
  4. You found a pearl strand, use it in a battle to land an extra successful hit.
  5. You find a dragon scale, your next magic move will automatically hit and not touch your CAST stat.
  6. You found a four-leaf clover and went to show your friends but tripped and ate it!
  7. You found a silver seed, you pocketed the rare find and continued on your way, add 1 to your next role.
  8. You found a shard of a dragon’s horn, your next magic move will automatically hit and not touch your CAST stat

Part 2: Game Masters information

Ogre Attributes

  1. Inhumanly large and easily confused
  2. Partially blind and very clumsy
  3. Greedy and needy
  4. Monstrously ugly and easily fooled
  5. Corrupt and a great chef
  6. Clever and extremely materialistic

Aside from retrieving the crystal, the treasure is:

(Roll 1 D6 -- treasure dictates what’s in the ‘extra treasure’ room)

  1. Multiple chests containing lots of gems like diamonds emeralds rubies and sapphires
  2. The long-lost Tiara from a previous ruler in the Fairy Realm
  3. The largest Moonstone anyone has ever seen--responsible for creating pixie dust
  4. Multiple chests containing gold medallions
  5. Multiple chests containing a variety of gemstones and jewelery like amethyst topaz and pearls
  6. Multiple chests containing a wide variety of ultra-rare food items like golden mushrooms

But little do the fairies know...

(Roll 1 D6)

  1. The only treasure is the crystal--all the other chests are empty! Hurry back to the entrance before you’re caught!
  2. The Hunting Party of Ogres is on their way back! Your party is unable to loot due to the panic! Hurry back to the entrance to escape!
  3. Oh no! There's a pitfall in front of the crystal and your fellow fairy fell in, work together to get them out in 3 moves or less!
  4. There are hidden lasers in the room with the crystal, Roll three or higher to get past with no injuries. (Each player gets 1 chance to Roll above a 3, if all parties are hit, lasers shut off and an evil ogre spawns--takes 5 hits to defeat)
  5. There are 3 viscous guard crows in the room with the crystal, defeat all of them to retrieve it.
  6. The ogres are stupid and left the crystal behind when they moved out you are free to walk in and take it.

Enemy Encounters

static encounters (story set-up below)

  1. Three guard crows (defeat with 3 hits)
  2. One-eyed ogre blocks your path! (defeat with 6 hits)
  3. Three elves are scurrying around the room looking for hidden chests, defeat them to pass! (defeat with 3 hits)
  4. A sleeping ogre blocks your path! (defeat with 5 hits)

Roll 1 D6 3 times [stars icons]

  1. Guard crows (Defeat them! Takes 5 hits to defeat)
  2. Overgrown thorny bushes overtake a room in the enchanted forest! (Eliminate to pass)
  3. Mushrooms (Uh-oh! Your stomach betrayed you! They are poisonous and now the player that ate them must miss their next turn)
  4. Sleeping ogre (Fight to pass! Takes 5 hits to defeat)
  5. Guard crows (Defeat them! Takes 5 hits to defeat)
  6. A swarm of corrupt butterflies (Defeat them! 6 hit)

Wishing Well Encounter

As your party traverses the mystical forest, you stumble upon a clearing where an ominous wishing well stands, its stone surface etched with sinister runes. Approaching cautiously, you sense the well's call reaching out to you, tempting you with ideas of promises to fulfill your deepest wishes. However, heed the tales of those who crossed paths with this malevolent artifact, for wishes granted here come at a harrowing cost; the Well delights in distorting desires. Will you resist the allure of the wicked wishing well, or succumb to the perilous temptation to have your desires granted? The choice hangs in the decision foretold on the dice. Roll 1D6.

1-2 You leaned too far in and fell! Get your fellow friends to rescue you! Rescue is successful if saving players' roll beats stat equivalent action (Cast or Corrupt)

3-4 You told yourself “There's a mission at hand! Let's keep going.”

5-6 You made a wish in the well for riches beyond belief! Roll 1D6 for a new item.

  • 1-2 - Magic Staff
  • 3-4 - Sword
  • 5-6 - Cape

Ready. Set. Go!

Within an enchanted forest, mist dances around towering trees, enchanted creatures mix with nature's magic--However, a malevolent ogre dwells in the heart of this bewitched realm. The air is charged with eerie energy, as the once harmonious forest now shivers under the ominous presence of the ogre's dark influence. As you step into the enchanted forest, the entrance is marked by twisted, gnarled trees, their contorted branches forming an ominous arch overhead. You enter the ghostly fog, your obscured vision doesn’t let you see much ahead of you, but you know the magic crystal is in the furthest room from the entrance. Despite this cave being so dark and ominous, you know there will be enemies you must face ahead.

Enemy Encounters

Three Guard Crows

As you enter further into the room, three ominous crows descend from the darkened sky. These aren't ordinary birds; their feathers glisten with an otherworldly sheen, and malevolent red eyes fixate on your party. The guard crows caw menacingly as they circle above, choose your tactics wisely, for the crows' beaks and talons hunger for the taste of intruders!

One-Eyed Ogre

As your party trudges through the enchanted forest, you can sense the crystal is close by! Just then, a guttural growl echoes. Suddenly, a colossal one-eyed ogre emerges, its cyclopean gaze fixated on your group. It clutches a massive club, the ogre spots you and lunges forward, eager for a challenge! The forest floor trembles with each step, and the only way out is through this formidable one-eyed guardian. How will your party face this monstrous encounter and emerge victorious?

Three Elves

As your party ventures deeper into the enchanted forest, the air shimmers with magic, and twinkling lights dance above you. Suddenly, three elves materialize in front of your party. The vicious elves, guardians of the mystical grove, perceive your presence as a threat to the delicate balance of the enchanted realm. The air crackles with the anticipation of a magical confrontation. Your party must defeat the malicious elves and come out victorious

Sleeping Ogre

As your party treads cautiously through the cavern, you stumble upon a colossal ogre sprawled out in a deep slumber. The rhythmic snores echo through the rocky chamber. Surrounding the sleeping giant are scattered treasures, tempting your group with the promise of untold riches. However, disturbing the ogre's rest risks awakening its formidable wrath. Your party faces a dilemma: seize the potential riches and defeat the slumbering ogre, or tread lightly and leave the cavern undisturbed.

The Crystal has been Retrieved

At last, armed with courage and determination, with wings aflutter and hearts aglow, the fairies have finally emerged victorious! In their hands the radiant crystal glimmered in the delicate light pouring through the thick trees above. Congratulations! Now, make your way back to the entrance so that you can return now to the Fairy Queen, spread your tale so everyone knows of the feat that was accomplished here today.

THE END.

 

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