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Old 11th December 2008, 07:33 PM   #1 (permalink)
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Negflar2099 Goblin Sharpshooter (Lvl 2)
Feywild for the win

Last night I took my players through an adventure in the Feywild and it went great. 4e is really an incredible game and the Feywild is composed of ten distinct varieties of awesome. My players were very excited when they heard they were going into the Feywild and I'm happy to say the adventure didn't dissapoint. I had thravel hundreds of miles through an enchanted forest, across a grassy plain filled with butterflies the size of dogs and over a magical bridge spanning hundreds of miles where they were ambushed by nasty harpies. All the while they were led by their grumpy gnome guide. It was a real and true adventure. My first time in the Feywild and the first outdoor adventure I've run in a long time. I know some people say 4e is not D&D but it felt like D&D to me.

I just wanted to share that with you.
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Old 11th December 2008, 08:03 PM   #2 (permalink)
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blargney the second Goblin Sharpshooter (Lvl 2)
Awesome! The DM in our game has put in a couple of plot hooks that we could follow to the feywild if we want to, and you've just made them quite a bit more appealing!
-blarg
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Old 11th December 2008, 08:54 PM   #3 (permalink)
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Byronic Goblin Sharpshooter (Lvl 2)
Where do you get your inspiration for the Feywild?
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Old 11th December 2008, 11:36 PM   #4 (permalink)
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Negflar2099 Goblin Sharpshooter (Lvl 2)
I found my inspiration in a lot of different places. This messageboard had probably the biggest influence in that I got a lot of my ideas from here. I also got some ideas from the Wizards board and the Feywild excerpt from the Manual of the Planes that went on the WoTC website a while ago. I also found a lot of really cool ideas from a Dragon Magazine article about the Eladrin city of Mithrendein and a Dungeon magazine adventure called "Dark Hearrt of Mithrendein."

The part that really made the adventure work though was finally putting to use advice I've been reading about for years. When talking about running outdoor adventures the advice is almost always run them as a big dungeon. Well I could never figure out just how to make that work before but I did it this time to great effect. Having the players march for a few days only to come to some decision point really made the session move while still recreating the sense of travel across a strange and alien landscape.

Of course it helps that 4e is easy to design encounters for. That gives you a lot of time to devote to making the adventures more memorable.
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