In and Out of the FeyWild in Heroic Tier

Post/Author/DateTimePost
#1

DarrenHollywood

Sep 11, 2009 10:22:02

I've got a battle with a corrupted Dryad coming up for the players.  The encounter should lead them through a portal to the feywild where I want to introduce them to the basics of planar travel and have them search for a different way out.


So more than anything, I need some ideas for a delve or two that would result in the party eventually getting out of the feywild. 


Sharing what you did in the Feywild would be a big help too, something for me to brainstorm from.  Right now I'm drawing blanks.

#2

weenog42

Sep 11, 2009 19:23:49

I've done only one adventure that involved the Feywild, at Paragon tier and only in terms of "just passing through," but I'll share it with you.


The party came out of a magical dungeon, and found themselves leagues from home.  They desperately needed to get home quickly, so an NPC suggested that they travel through the Feywild - it's unique geography meant that they could walk through valleys instead of over mountains, so it would be much faster (albeit more dangerous).  They found a Fey Crossing under a barrow hill which turned out to be a green dragon's lair - oops.  They didn't manage to kill it, but drove it off and were able to conduct the Fey Passage ritual.


I conducted travel in the Fey Wild as a skill challenge.  Nature to navigate the shifting geography, Arcana to follow magical ley-lines like a compass.  Athletics would allow some climbing for a +2 on a future roll.  Diplomacy could be used upon some traveling Eladrin merchants to get directions, with opportunities there for other social skills as well.  Success meant safe travel, failure meant that they would stumble across a den of Displacer Beasts and need to begin navigating again.  A second failure, had it come to that, would mean that they were hopelessly lost in the Feywild and would need to temporarily give up hope of returning home in favor of safety and civilization.  In the end they succeeded with one roll left.

#3

muddypaw

Sep 12, 2009 18:04:56

I too have just taken my Lv 7 party into the Feywild, as a brief holiday from the main plot as it builds to its Paragon tier Lv 11 climax.


They arrived there having fled the bad guys in the company of a near insane druid who is regressing through the personalities of her former reincarnations and so not much use in guiding them now they are in the Feywild.


Like the previous poster, the group have to find their way to a spot in this plane that mirrors a spot back in their world through which they can travel back.


Along the way they have several options, such as wether they follow the path of a migrating herd of Feywild beasts (with predatory packs of Displacer Beasts in wait) or the straighter but much more dangerous cursed Fomorian built road.


Elardin hunters who dont much care which dumb beasts they kill (deer or lost mortals), invisible musicians who invite the heroes to dance for them or else.... , hitching a ride on a passing faerie dragon should they amuse her with a risky limerick, a friendly bard with a winning smile and suspiciously large teeth, a pile of gold left untended in the middle of the path, etc.


Mosty a change of pace from the rather tense happenings back in the Real World. A chance for a little light hearted play and daftness.

#4

pbn

Sep 12, 2009 20:31:48

I like the concept of crossings (reminiscent from Mask of the betrayer), so I tend to use the worlds as mirrored planes of our own, with portals being in set locations - though many may only be available under the right circumstances (I'm also a fan of sigil portals requiring the right "key").


As a result, the most interesing place in my campaign is a small underground cavern, that exists in it's own special "darkness", it exists as a juncture between the underdark, the feydark, and the shadowdark. Once there - it's but a question of taking the right tunnel, and working your way out


edited: typo