I expect the purpose of this encounter is to teach the lesson of learning about places you are going to go, as in most circumstances freeing the victims is the 'correct' behavior. Given the lead in is the PC's have been led off the beaten path, this is not likely to have happened, so the PC's either will have done something normally immoral (leave em to hang), or they will be led into a possibly lethal encounter with a tribe over cultural differences.
I'd expect _some_ type of foreshadowing to hint at the correct behavior.
Very fun, especially if the Gm seeds some red herring magical items among the latest trove of treasure the group think *may* be cursed.
Turn dead spells to banish ghostly saboteurs, see the invisible to spot the meddlesome mage, and accusing the thief of going overboard to prove her usefulness to the group. All sadly in vain for everything keeps coming full circle, even that rotting sandwich, formerly silently moldering in the bottom of Stella's travel pack until she noticed the repulsive smell...
So much fun to be had by the inclusion of one innocent little fey....
Fun idea. I like it. My players would figure it out and "game" the system intentionally. I would recommend that you limit the fairy to only performing 3 "favors" before leaving.
Plots (Travel) (Encounter)
I did not understand why this was put in the "requires edit" sandbox until I remembered that at some point you asked me to test the challenged system with one of your old posts. I believe this was the one I chose and you probably voted for its removal too Strolen. ;)
I put it back on the site where it belongs. Go to Comment