Sorry for the delay in posting; real-life issues intruded.
WARNING: KINGMAKER SPOILERS AHEAD!
In brief, Kingmaker is a six module sandbox-style adventure path that revolves around the PCs' explorations of an untamed wilderness and their efforts to found a new kingdom therein. Although there are many many possible story threads to play-through, the main protagonist of the campaign is an evil nymph from the "First World" (i.e. Faerieland). Her backstory includes a liaison with one of that realm's primordial faerie lords; a relationship which granted her immense magical powers. Insane with power, she upset the other faerie-lords by proclaiming herself to be their equal. As punishment they banished her paramour to the plane of shadow, stripped the nymph of her ability to love (transforming it into a magical blade) which they then hid in the mortal world where she could not find it. Since then she's hatched a plan to retrieve the blade (which has been prophesied to be the instrument of her destruction) by enacting a ritual which will rip free the part of the mortal world in which the sword is hidden and draw it into the First World. This will allow her to regain her love while providing her with her own realm to rule over; which she hopes will propel her into the ranks of the godlike lords of faerie. At the climax of the campaign, the PCs are intended to find the blade and confront the nymph in her palace in the First World lest their fledgling kingdom be torn away from the mortal realm.
Before all of that however, the PCs are simple adventurers heading into the wilderness which, along with a variety of typical challenges is noteworthy for its "rumours of sinister fey". The adventure path indeed features a smattering of fey interactions; some related to the main story, others not. Most fey are in keeping with their writeups in the Bestiary which, although interesting, is largely devoid of the sort of depth and mystery that this excellent thread seeks to highlight. Here's a summary of the A.P.'s faerie encounters:
• One early encounter is with a grig and faerie dragon team who chooses to discreetly follow the PCs around, taking turns secretly pranking the party as a sort of competition (the exact pranks aren't described). If the PCs prove to be entertaining and good sports they can eventually try to win over the fey with gifts and diplomacy. If successfully befriended, the pair will reveal themselves and share what they know of the surrounding area with the PCs.
• An encounter with a slain unicorn; its horn having been taken by the evil nymph BBEG in preparation for an epic bit of magic she's planning.
• A meeting with a mated dryad and satyr who need the PCs' help to deal with a sort of evil treant which is threatening the forest and the dryad herself. They ask (and then attempt to magically compel if refused) the party into hunting down and defeating the treant.
• The party come upon a group of loggers and a nixie sorcerer who are currently at an impasse. Angry at the loggers for having cut down five trees near her pond, the nixie has charmed two of their number and is having them defend her grove against the remaining loggers. She refuses to let the loggers continue or leave until the cut trees are somehow replaced. The solution to this dilemma is to have the dryad from the previous encounter provide them with a handful of tree feather token to regrow the sylph's grove.
• The PCs stumble across the shack of an old fey-blooded crone witch. She can be won over with diplomacy and is willing to share what she knows of the area if befriended.
• An ancient elven fort in the wilderness has become the home of a mischievous quickling, a murderous grimstalker and their "queen"; a blood-drinking baobhan sith known as the Dancing Lady. The three work together to secure victims to sate their vile appetites.
• A neighbouring village has been emptied of its human residents by a an ancient cyclops lich who was recently awakened in its underground tomb by the townsfolk's trespasses. Using foul magics, he enchanted the townsfolk to pick up and follow him back to his lair where he has trapped the lot of them in soul gems to use as a source of information so as to learn about the modern era. Since the townsfolk's disappearance the town has been overrun by a clan of fey spriggans intent on looting whatever they can find.
• A run-in with a band of nasty pixie pranksters intent on impressing the nymph BBEG with their cruel antics.
• The discovery of a nereid trapped in a water clock by a half-mad cleric obsessed with her beauty who succeeded in stealing her shawl. The nereid was originally the guardian of an enchanted sword prophesied to slay the BBEG nymph.
I'm curious to pick your brain for your thoughts concerning the fey as presented and how you might tweak the campaign to give it more of a traditional faerie tale feeling. Your ideas would be well appreciated.
