Fairy Warband Quest
Fairy Warband Quest started on October 22 on /tg/. The quest has now exceeded all expectations and it's popularity has soared beyond all previous hopes of the Narrator. Narrator, the Quest Master, took inspiration from the short lived Fairy Meat miniature wargame. The only aspects the two setting share is warlike fairies who carve each other up with glee and happiness. This page is intended to be used as a way to streamline information to new members of the quest quickly without them having to skim through archives.
The Setting Itself
Fairies aren't technologically inclined like mankind is. They don't really understand anything around them. They have no chemistry, or no metal working of any kind. And a good example for their technology prowess is the dark ages, before Charlemagne. But, they have no reason to have technology. Food is in abundance, and only magic can kill fairies so regular metals don't effect them at all. The only natural metal that can harm a fairy is cold iron.(It's actually magnetized metal. It's mistranslated, but fairies have never cared to correct it.)
When a human, or animal's head is cut off, signals from the brain to the heart and lungs cease. Because of this, the heart and lungs stop. The brain, without oxygen and blood flow, dies. That is why a human or animal dies when his head is cut off. A fairy dies when her head is cut off because it kills a human or animal.
Thread Synopsis
Thread One
"Trixy Buttercup 1 inch tall Androgynous Purple Trickery"
We are introduced to our underlings, Bloomstar and Twinkle. A group of random hatchlings frolic next to our home. We crushed them easily enough and we only keep one alive for info. Turns out this last remaining fairy's name is Wibble, and she tells us of a tree that can hatch fairies. The group gets interested at this. We check out this tree alone. We grab a fairy pod but have to hide it. We take off into the forest after they figured out our presence. We come back with the rest of our group and steal the pod. They send a group of their fastest after us. We defeat our pursuers easily, and vanish back into the forest to our home with plans to retrieve the pod later.
Thread Two
We retrieve the pod and spy on the tree. The tree-fairies only leave the tree in groups, and have a leader named Arcanella who has a fluttery cape. We want the cape.
Back at the log, the pod hatches. We keep two fairies, Thing 1 and Thing 2, and convert the rest to sparkles. Shortly after, a plan forms to ambush a group of fairies as they leave the tree.
The plan: Bloomstar will build and hide traps, and Twinkle will run through them, catching enemy fairies that enter. The attack hits the enemy force hard, but the main group forces Trixie and company to retreat.
Thread Three
After distributing the sparkles from the ambush on Arcanella's forces, Wibble develops Trickster magic, specifically Teleportation; Thing 2 demonstrates curse magic, able to slow the movement of her target, and Trixie gains the Backstab skills of a rogue. The Tree is scouted again and found to be abandoned, with no signs of the enemy. Wary, the Tree is put under surveillance and eventually is attacked by Arcanella under a resource denial policy. Ready for the next assault, Trixie is able to spy on the enemy afterward, finding they have decided to go nomad and harry Trixie's band. Two magical swords are also identified. An ambush is prepared for the next attack on the Tree. When they appear, the two enemy swordsfae are killed and their swords liberated, but shortly thereafter the swords disintegrate. From their sparkles, Trixie gains Magic Sniffer, able to identify magic and its character; Bloomstar gains health Regeneration, and Twinkle gains Backstab as well. Arcanella is pursued and defeated, her sparkles and cape secured. One other magical fairy is identified among her band and spared, Moonbubble, who has the ability to shape magic, as seen with the swords the others wielded.
Thread Four
Thread Five-1
Thread Five-2
Thread Six
With the worm dead, there was nothing to do but continue with the various projects already underway.
Worm leather weapons and magic water dipped weapons, as tested by the latest group of hatchlings, proved ineffective. Glowy mushrooms and big mushrooms, as tested by the survivors of the previous tests, are safe to eat, but glowy mushrooms taste bad. Bloomstar successfully installs a sparkle in a worm leather garrote. We successfully install a sparkle in a drone, which catches the interest of our queen bee.
The magic garrote performs decently in its first test against a small group of fairies. However, our sparkle gains are minimal, as one fleeing fairy grabbed the majority on the way out, giving herself enough power to escape.
Mechanics
Most of Fairy Warband Quest is freeform with the odd random roll. Combat has fairly solid mechanics, and some effects of sparkles involve random rolls as well.
Sparkle Effects
When fairies absorb sparkles, they gain random power boosts. The exact mechanics are secret. There is at least one other chart detailing random sparkle effects.
Combat
On her turn, a fairy can move her speed in hexes and either attack, grapple, or cast a spell.
When attacking, a fairy rolls a d6 for each point of attack she has. For every roll of 3+, she does damage to her target's health, minus her target's DR. Fairies who run out of health are incapacitated, but roll a d6 on their turns and stand up on a result of 6. Attacks against incapacitated fairies are automatically lethal, regardless of stats, and require no rolls.
When grappling, a fairy rolls d6s as if she was attacking. Her opponent does as well. The character with the largest number of successes is considered to be winning (on a tie, both count as losing). Regardless of the result, the attacker moves into the defender's hex. The winner of a continuing grapple does one damage to the loser, and may exit the grapple voluntarily. Any fairies involved in a continued grapple also move one hex in a random direction, with any fairies in the new hex joining the grapple. If multiple fairies team up to grapple one enemy, they combine their rolls.
Spells are special and each one follows its own special rules. Most spells take up the action used to attack, but Trixie's teleport, for example, only costs one movement point.
Absorbing a sparkle costs one movement point. Storing it in a container costs two.
Flanking adds one d6 to attack and grapple rolls.