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Faerie Encounters


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Since I just found this thread, I am raising it from the dead :) I found all of the comments very useful, and we just began our jaunt into the feywild/faerieland that it inspired (we play 3.5 but I am taking some cues from the description of feywild in 4e's Manual of the Planes).

In our first session I mainly borrowed and stole from this thread actually (I wasn't completely ready; we played longer than I expected and got there quicker besides)

I posted an account of our adventure so far on a thread over on the D&D forums

EDIT: D&D forum post deleted, moved post here

One of the posts in this thread refers to a different thread that the entire adventure/storyline was written and so it would have more information... but I couldn't find it. It was apparently in Raven Crowking's sig at that time, but no more... Does anyone have that link?
 
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Please do not include my material on the WotC boards, as there was an implication that WotC gained rights to said material by your so posting it the last time I checked their Terms of Service.

Thank you.


RC
 

Sorry!! You're absolutely right, of course. I had not thought about their TOS lately - usually I post only comments rather than content. I have deleted the content in the thread on WotC and reposted it here on EN World.
 
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I really appreciate it. My two concerns right now about the faerie adventure is that my players are really really good at following directions, especially right now b/c they know the fairy tales about what happens if you don't. Of course, all the fun lies in when they don't follow directions. Also, many of the fairy tales revolve around "do XYZ and then you get the reward" - i.e. follow somewhat nonsensical directions from someone you may or may not trust instead of figuring things out.

So a few things I have thought of:
Have a little "do XYZ", but occasionally throw in a twist - maybe they're asked to cut down a tree but it starts bleeding and begging them to stop, or the fey they helped is giving them directions to a treasure but it also will free the fey from a bond/allow the fey to do something evil

Have spirits (good or bad) try to tempt them off the path to get their assistance or just mess with them (I have a feeling they won't go of the path though)

I think I'll include a "you can open any of the doors besides the 12th one" type of situation... but if they get within, say, 50 feet of the 12th one the creature behind it that can convince them to open the door (i.e. require a will save or the temptation is too great).

A situation where they are informed a fey friend is in trouble - but not how or why - may also work i.e. "I will shoot an arrow into the tree, and if you check on it and see that there is blood coming from it, then I have died"

Any comments or other suggestions?
 


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