The Spy Network
Side Quests for Spies
Apps close on 30 October 2025 until 1 February 2026!
Side Quests for Spies
You’ve found yourself in a sticky situation and need to disappear for a while. You go on the run, head down, moving quickly from town to town. You need to find somewhere safe to hide until the situation blows over - but where can you go?
Then it hits you, there is a place where any fae ‘in the know’ can disappear for a while. Doesn’t matter what they’re running from, if they can make it to the Fortress in Dunscairne in the depths of the Dunn Forest of the Spring Duchy, other fae who live on the edge of the law are honour bound to take them in. As long as they know the password, that is.
The fortress is hard to find, heavily guarded, and practically impenetrable. The password changes at random. Members of the spy network spread the new password to their allies. Let’s hope one of your contacts will get back to you by the time you make it to Dunscairne.
☠️
Spy Side Quest One
Cunning Disguise
First things first, you need a disguise. You need to make it to Dunscairne, and even once you get there it may be prudent to hide your true identity, even around your fellow spies.
Design a disguise for your character.
Rewards:
100 fairy gold
10 crystals
Disguise Kit
Crowbar
Through your network and your own cunning, you make your way through the dark Dunn Forest and find Dunscairne fortress. Instead of going through the front gates, you climb your way up to the leftmost turret tower, climb over the balustrade onto the wood floor of the lookout, and rap six times on the wooden hatch set into the floor. A little slot in the trap door opens to reveal yellow eyes staring back at you.
“Who is it?”
What was the password again? Oh yeah - “Aithníonn ciaróg, ciaróg eile” (it takes one to know one).
The hatch opens to let you in. A wolf critter with hungry yellow eyes helps you down the ladder then resumes his position at the hatch. You enter an old stone fortress, falling apart in places. No longer inhabited by fae nobles, the fortress has been turned into the headquarters for smugglers, spies, thieves and vagabonds, as well as a temporary shelter for a revolving cast of fae who are on the run or in need of protection. The fortress operates under a strict code - no one sells anyone else out within the walls of the fortress. As long as you are within these walls, you are safe.
You walk through the stone passageways, lined with moth eaten rugs that might have been expensive and beautiful in times long ago. An array of stolen goods and supplies rest against the walls in crates and organised piles. You spot a painting you swear you saw hanging up in the Robellia Cathedral not long ago.
In the great feasting hall of the fortress, a makeshift market has been set up. There are other fae milling about, buying and selling stolen goods, or ladling stew from a big pot in the centre of the room. On the wall, a big wooden board of spy contracts has been nailed up.
Finally, you can let your guard down a little. You’ll be safe here for a while, and there’s plenty of money to be made while you lay low.
☠️
Spy Side Quest Two
Hideout
⚠️Characters must be level 2 to complete this mission!⚠️
A passageway deep within the dungeon of the Fortress leads directly underground to a hidden cove in Shady Bay. Shady Bay is a lawless, grimy town full of mercenaries and pirates, and many of the spy contracts are for work in this town. You can either lay low in the Fortress or Spy Cove, or take on some work for some fairy gold. There are always smuggling contracts available - goods and people need to be moved between Shady Bay and Dunscairne. Do you take a contract, or take it easy in the hideout?
Draw or write about your character either staying put in the hideout, or taking on low-risk contracts while they’re in hiding.
Rewards:
100 fairy gold
10 crystals
Bag of ball bearings
Invisible Ink
☠️
Spy Side Quest Three
A Spies Tools
⚠️Characters must be level 2 to complete this mission!⚠️
The most important tool in a spies arsenal (aside from their brain) is their weapon.
Create a design for your character's weapon, or draw or write about how they got their weapon. Did they inherit it? Forge it themselves? Save up their gold and buy it from a weapons store?
Rewards:
100 fairy gold
10 crystals
Loaded Dice
Pouch of Fake Gems
☠️
Spy Side Quest Four
Codebreaker
You have intercepted a coded message through your spy network. A traitor has gone rogue and sold out another spy for coin. Their betrayal has endangered the network, and they must be stopped before more damage is done. The message revealing their location is encoded in ciphertext. To uncover their whereabouts, you’ll need to decipher it.
The intercepted message reads: IMWZNE AMPZX KATECO MG IATIYF XHNN
Cipher Rules:
The message is encoded using the Vigenère cipher, a technique that shifts each letter of the ciphertext based on a keyword. Your task is to decode the ciphertext by reversing this shift.
To decode, match each letter of the ciphertext to the corresponding letter of the keyword, which repeats to match the length of the message.
Use a Vigenère Cipher Table to reverse the encoding process.
Keyword: BETRAYAL
DM the founder Isi (isi.a on Discord) with your guess. You have 3 tries per character. Alternatively, draw or write about your character attempting to solve the riddle.
If you have already solved the riddle, roll 1d6:
If you rolled a 1: You can’t figure it out
If you rolled a 2-3: You succeed but at a high cost (or only partially succeed)
If you rolled a 4-5: You succeed
If you rolled a 6: You succeed wildly!
Rewards:
100 fairy gold
10 crystals
False Book
Fake Coins
☠️
Spy Side Quest Five
The Imitation Game
You need to pose as a merchant to infiltrate a black market deal or secret auction to retrieve an important item. You will need a disguise so you can blend into the shady atmosphere without raising suspicion. Do you pretend to be a wealthy merchant and enter the auction? Do you take out the auctioneer and replace them? Or pose as a guard?
Draw or write about your character infiltrating the deal. How do you do it? Who do you become?
Rewards:
100 fairy gold
10 crystals
Bag of Tricks
Skeleton Key
☠️
Spy Side Quest Six
The Heist
You are hired by a mysterious client to steal a powerful spell scroll from a well-known location - whether it's the lair of a dangerous monster, the heavily-guarded vault of a noble, a court prison, or the arcane tower of a powerful wizard. Get in and out without getting caught. Roll a d6 dice to see how you do!
Note: If you recruit another spy to help (either by drawing another spy in your quest or doing a collab with another member of Folkland), roll with advantage (roll twice and use the higher roll)!
If you rolled a 1: You were double-crossed! It was all a ploy to capture you. You’re caught by mid-heist, but you manage to escape. Unfortunately, the contact that betrayed you is revealed to be the head of a shady organisation and vanishes back into the shadows, leaving you with nothing but the thrill of a failed mission.
If you rolled a 2-3: You managed to steal the spell scroll, but not without getting caught mid heist. A chase ensues, and although you get away, your face appears on wanted posters in and around the location the next day. You can’t return there again.
If you rolled a 4-5: The mission goes smoothly, and you manage to retrieve the spell scroll and return it to your client. Too bad you can’t keep it for yourself.
If you rolled a 6: You were double-crossed! Your client was hoping to frame you for the theft, but not only do you successfully steal the spell scroll anyway, but your client gets caught! You get to keep the spell scroll for yourself. You receive spell scroll: Greater Invisibility and +25 fairy gold.
Draw or write about your character trying to pull off the heist. How do they fare?
Rewards:
100 fairy gold
10 crystals
Smoke bombs
Gloves of silk touch
☠️
Spy Side Quest Seven
Gathering Intel
One of the Courts is holding a secret meeting. The Spy Network needs you to eavesdrop on this meeting to get key information without being detected, and then report back.
Draw or write about your character stealthily eavesdropping on the meeting. Show how they blend into their surroundings—perhaps hidden in the shadows, disguised among the crowd, or using a clever gadget to listen in. What is the meeting about, and what information is so important that you risk imprisonment?
Rewards:
100 fairy gold
10 crystals
Boots of spider climbing
Spy coin
☠️
Spy Side Quest Eight
The Great Escape
⚠️This is a partner quest! Recruit another spy and include them in your quest submission or do a collab.⚠️
You receive word through the network that one of your friends has landed themselves in prison for a petty crime. Break them out! They are locked up on the Isle of Wights - a prison city on an island guarded by Wights and Ghouls, where petty criminals live in the outer residential districts, paying penance by doing hard labour. The worst fae criminals, beasts and monsters are housed in cells beneath the castle in the centre of the island, locked away behind powerful arcane wards and guarded by powerful and ruthless prison guards.
Draw or write about your character breaking their friend out of prison. Do you sneak in and out? Cause a distraction? Seduce the prison guards??
Rewards (for each character, not shared):
200 fairy gold
20 crystals
Forgery Kit
Grappling hook and rope
☠️
Spy Side Quest Nine
The Mark
The inevitable has come to pass: there’s a bounty on your head. Whether it’s the result of a past transgression, an unfortunate enemy made along the way, or your fearsome reputation drawing the wrong kind of attention, someone has decided you’re too dangerous—or too valuable - to leave alive. Now, an assassin is after you, and survival is only the beginning. How will you handle the threat? Will you confront your would-be killer head-on, or unravel the web of intrigue behind the contract on your life?
Draw or write about your character thwarting an assassination attempt and taking action to deal with the price on their head—be it through cunning, confrontation, or uncovering the one who ordered the hit.
Rewards:
100 fairy gold
10 crystals
Boots of quick getaway
Exploding cards
☠️
Spy Side Quest Ten
Spy Master
⚠️Character must be level 8 to complete this mission!⚠️
The bounty on your head has led you to uncover the source of your troubles: a cunning fae criminal who has quickly risen to power in your hometown. Their reign has sown chaos among the local citizens, and their betrayal - selling you out - has violated every rule of the Spy Network’s code. Their actions threaten more than just you; they endanger the safety of your entire community.
Draw or write about your character confronting this powerful fae criminal and taking action to free your hometown from their tyranny.
Rewards:
300 fairy gold
30 crystals
Title of Spy Master
Master blade
Underlings
Cloak of Displacement
The Spy Network Gallery