Mazes & Mondays: Don’t Open ’til…

The Gift You Shouldn’t Open (But Probably Will)

Happy Bir— Merry Chri— or whatever gift-giving holiday your fantasy realm celebrates. Maybe it’s a tournament victory feast, a wedding celebration, a romantic gesture, or just a token of friendship. No matter the occasion, nothing sparks curiosity quite like a gift.

But what if the gift is… mysterious? No card. No address. Just a single instruction: Do not open until…

Would you obey? Or would temptation win?

Now, let me make this more interesting: what if that anonymous package is a gift of the fay? A reward for patience and honesty—or a trap for the impulsive, punishing hasty dishonesty with a dose of nasty faerie judgment.

If you’re new to my take on the fay, here’s your warning: these aren’t your friendly woodland critters who exist to help hapless travelers. No. The fay are spirits of ironic justice and ill-timed moral lessons. Sometimes they’re helpful, but more often they’re petty, capricious, and almost always bored.

So back to that ominous gift. Opening it isn’t just curiosity—it’s a test. A simple act with real consequences. Do you open it early, late, or not at all? Here’s how it plays out:

  • Open it when instructed: Roll 2d6 and consult the Virtue Gift Table.
  • Open it early (you scoundrel): Roll 2d6 and consult the Vice Gift Table.
  • Ignore it completely or wait more than 24 hours: The gift vanishes.
  • Pass it off to someone else: The box is empty, and all your food spoils. (Fay hate being tricked.)

This isn’t just a game mechanic—it’s a story hook. A moment of temptation that reveals character. Will your hero resist? Will your rogue risk it all for a peek?

The fay are watching. And they’re ready to make your choice matter.

Virtue Gifts (2d6 Table)

Rewards for Patience and Honor

2Leaf of Wisdom: Grants advantage on checks related to wilderness lore for 7 days.
3Charm of Serenity: Once per day, calm hostile emotions in a small group.
4Silver Seed: Plant it; within a day, a tree grows bearing fruit that restores 1d8 vitality each.
5Token of Favor: Use to reroll any failed saving throw.
6Thread of Moonlight: Repairs any mundane item instantly when used.
7Dust of Radiance: Creates bright light in a 30-foot radius for 1 hour; reveals hidden or unseen beings.
8Stone of Song: Once per day, grants advantage on checks to charm or inspire others.
9Petal of Renewal: Crush to regain one spent spell or magical effort of modest power.
10Lantern of Truth: Never extinguishes and reveals concealed doors within 10 feet.
11Dew of Blessing: Drink to gain resistance to toxins for 24 hours.
12Circlet of Quiet Triumph: Grants +1 to Willpower saves and immunity to fear for 1 hour when worn.

Vice Gifts (2d6 Table)

Curses for Impatience and Dishonesty

2Blight of Hunger: All food you carry spoils instantly.
3Mark of Folly: Disadvantage on Willpower checks for 7 days.
4Rusting Touch: Any metal item you hold corrodes and becomes useless within 24 hours.
5Curse of Silence: You cannot speak above a whisper for 3 days.
6Shadow’s Grasp: Your shadow moves independently, revealing your position to enemies for 1 week.
7Fay’s Mockery: Disadvantage on Persuasion and Performance checks until you complete a noble deed.
8Thorned Skin: Each time you take damage, you also suffer 1 point of piercing damage for 24 hours.
9Eyes of Deceit: You see illusions everywhere; disadvantage on Perception checks for 7 days.
10Withering Touch: Plants wilt at your approach; disadvantage on Nature checks for 1 week.
11Echo of Regret: Once per day, a loud voice announces your failure to everyone nearby.
12Fay’s Wrath: You attract mischievous spirits; random minor misfortunes occur for 7 days.

If you would like to revisit past articles, look no further than the Geek Opera Index!

Until next time, hold the line and don’t let the trolls through the gates!