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General Tabletop Discussion
*Dungeons & Dragons
Mechanics for an enchanting/maddening fey forest encounter location.
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<blockquote data-quote="Abraxus" data-source="post: 6287466" data-attributes="member: 6674769"><p>Hello,</p><p>My party are about to enter a fey controlled region of ancient forest, which they will have to cross through to reach a Druid enclave. The party are 4th level and comprise of a human druid, a human warlock, a whisper gnome beguiller and a drow ranger. If they coordinate their abilities well, they are quite capable of navigating through wilderness and understanding magical effects and traps.</p><p></p><p>I effectively wish them to travel through a dreamscape without actually being asleep, but subject to subtle subconscious magical manipulation at all turns. Constantly they will suffer mood changes, hallucinations, and actual illusionary terrain etc. Their conventional navigation abilities will be severely hampered by atmospheric illusions and enchantments. I am considering using the sanity mechanic from Unearthed Arcana here. Most of the effects stem from a malfunctioning Druid menhir in the area, through more primal and less focused spiritual forces permeate the region too.</p><p></p><p>Does anyone have any suggestions for appropriate save DCs, skill checks required, appropriate area based spells to use, time constraints etc. that I can use here without just fudging it and falling back on role-playing to achieve what I want? I want this to be an appropriate challenge for a reasonably well balanced 4 member 4th level party; neither a walk in the park nor grossly beyond their abilities, that will test their teamwork and non-combat abilities.</p><p></p><p>Ideally I want the Druid to rely on wild empathy, knowledge nature, her animal companion and subtler spells than she is used to using. The ranger is trained in knowledge religion, so will perhaps be able to assist in working out the what is going on, but I expect he will mostly be attempting to track and search using conventional means. The beguiller and warlock will use spellcraft, the former is also quite a competent scout. Their will saves vs enchantment/fey and RAW sanity are druid (+11, sanity 80), gnome (+6, sanity 70), warlock (+5, sanity 65), drow (+3, sanity 40). </p><p>The Drow is a new character, and the other characters have only just met him, so I don't want to set up an impossible challenge for him, because if he goes crazy too quickly the other players might just abandon him or kill him.</p><p></p><p>Any suggestions welcome</p></blockquote><p></p>
[QUOTE="Abraxus, post: 6287466, member: 6674769"] Hello, My party are about to enter a fey controlled region of ancient forest, which they will have to cross through to reach a Druid enclave. The party are 4th level and comprise of a human druid, a human warlock, a whisper gnome beguiller and a drow ranger. If they coordinate their abilities well, they are quite capable of navigating through wilderness and understanding magical effects and traps. I effectively wish them to travel through a dreamscape without actually being asleep, but subject to subtle subconscious magical manipulation at all turns. Constantly they will suffer mood changes, hallucinations, and actual illusionary terrain etc. Their conventional navigation abilities will be severely hampered by atmospheric illusions and enchantments. I am considering using the sanity mechanic from Unearthed Arcana here. Most of the effects stem from a malfunctioning Druid menhir in the area, through more primal and less focused spiritual forces permeate the region too. Does anyone have any suggestions for appropriate save DCs, skill checks required, appropriate area based spells to use, time constraints etc. that I can use here without just fudging it and falling back on role-playing to achieve what I want? I want this to be an appropriate challenge for a reasonably well balanced 4 member 4th level party; neither a walk in the park nor grossly beyond their abilities, that will test their teamwork and non-combat abilities. Ideally I want the Druid to rely on wild empathy, knowledge nature, her animal companion and subtler spells than she is used to using. The ranger is trained in knowledge religion, so will perhaps be able to assist in working out the what is going on, but I expect he will mostly be attempting to track and search using conventional means. The beguiller and warlock will use spellcraft, the former is also quite a competent scout. Their will saves vs enchantment/fey and RAW sanity are druid (+11, sanity 80), gnome (+6, sanity 70), warlock (+5, sanity 65), drow (+3, sanity 40). The Drow is a new character, and the other characters have only just met him, so I don't want to set up an impossible challenge for him, because if he goes crazy too quickly the other players might just abandon him or kill him. Any suggestions welcome [/QUOTE]
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Mechanics for an enchanting/maddening fey forest encounter location.
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