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Monsters of the feywild.
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<blockquote data-quote="CleverNickName" data-source="post: 3804048" data-attributes="member: 50987"><p>Feywild. Great concept, stupid name. :\ It reminds me of the Sphere of Life, from White Wolf's "Mage: The Ascention." It could also be made into the mythical "Land of Faerie" with a little bit of elbow grease.</p><p></p><p>But I digress. This thread is about monsters, not stupid names for planes.</p><p></p><p>I think that a Feywild-themed adventure should include:</p><p></p><p>- The setting would be a small demi-plane in Feywild, taking the form of a vast clearing or meadow dotted with caves and groves of yew trees. A magical forest would form the boundary of this "adventure zone," with only one trail in and one trail out. If a creature were to try to enter or leave by any other means except planar travel, they would get lost in a strange fog for 1d4 hours, and end up right back where they left the trail or clearing.</p><p></p><p>- The random encounter key would contain about a dozen fey-type creatures, three or four dangerous plants, and a half-dozen animals/insects...all of a CR (or level, in 4E-speak) suitable for the party. There should also be a unicorn or other friendly creature on the list, to assist the party if they get into trouble.</p><p></p><p>- There should be a half-dozen "fixed" encounters; monster lairs to explore and magical things to find. A hag lair, a treant grove, a cyclops cave, and an aranea nest are great choices. I would also throw in something really fun for deep roleplay, like a small village where everyone in the whole town is a werewolf, or a pixie in disguise, or under the thrall of a powerful (and evil) fey, or a figment of the party's imagination created by a powerful "spirit of the glade," something like that.</p><p></p><p>- Treasure should take on a more natural, organic flavor. Instead of healing potions, the party discovers magical apples that function the same way. Instead of coins, jewelry, and other manufactured metal items, the party finds pearls, uncut gems, and magical items made out of darkwood. A magical pool of water allows the party to "warp" from one side of the glade to another, or to another plane. So on and so forth.</p><p></p><p>- The Big-Bad of the adventure could be a high-level druid (assuming druids make the cut), who insists that all humans must be destroyed in order to restore the "balance of nature" in the world. Another good choice would be a special "Feywild dragon," a green dragon with a fey creature's talent tree or something (hard to say, without seeing the 4E MM). Or perhaps the boss is a friendly creature acting under some sort of curse, and the party has to break the curse without killing the Big-Bad...a couatl turned evil by a scheming rival, perhaps.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 3804048, member: 50987"] Feywild. Great concept, stupid name. :\ It reminds me of the Sphere of Life, from White Wolf's "Mage: The Ascention." It could also be made into the mythical "Land of Faerie" with a little bit of elbow grease. But I digress. This thread is about monsters, not stupid names for planes. I think that a Feywild-themed adventure should include: - The setting would be a small demi-plane in Feywild, taking the form of a vast clearing or meadow dotted with caves and groves of yew trees. A magical forest would form the boundary of this "adventure zone," with only one trail in and one trail out. If a creature were to try to enter or leave by any other means except planar travel, they would get lost in a strange fog for 1d4 hours, and end up right back where they left the trail or clearing. - The random encounter key would contain about a dozen fey-type creatures, three or four dangerous plants, and a half-dozen animals/insects...all of a CR (or level, in 4E-speak) suitable for the party. There should also be a unicorn or other friendly creature on the list, to assist the party if they get into trouble. - There should be a half-dozen "fixed" encounters; monster lairs to explore and magical things to find. A hag lair, a treant grove, a cyclops cave, and an aranea nest are great choices. I would also throw in something really fun for deep roleplay, like a small village where everyone in the whole town is a werewolf, or a pixie in disguise, or under the thrall of a powerful (and evil) fey, or a figment of the party's imagination created by a powerful "spirit of the glade," something like that. - Treasure should take on a more natural, organic flavor. Instead of healing potions, the party discovers magical apples that function the same way. Instead of coins, jewelry, and other manufactured metal items, the party finds pearls, uncut gems, and magical items made out of darkwood. A magical pool of water allows the party to "warp" from one side of the glade to another, or to another plane. So on and so forth. - The Big-Bad of the adventure could be a high-level druid (assuming druids make the cut), who insists that all humans must be destroyed in order to restore the "balance of nature" in the world. Another good choice would be a special "Feywild dragon," a green dragon with a fey creature's talent tree or something (hard to say, without seeing the 4E MM). Or perhaps the boss is a friendly creature acting under some sort of curse, and the party has to break the curse without killing the Big-Bad...a couatl turned evil by a scheming rival, perhaps. [/QUOTE]
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