I'm just starting up a feywild campaign too, in fact my group just jumped into it a couple days ago.
I'm using a kind of "time bandits" style map; attached
Here's the list of random non-combat encounters from the last sesh:
They are my personal notes, so possibly incoherent, and clearly you won't recognize my
home-brew skill challenge information, nor likely have access to a random animal generator, and you might not like inserting your own damage for the traps but here it is anyway...
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non combat encounters;
feywild
1. Beast people; bandits
- Spy on the pc's,
- Approach and chat, real friendly like
- pick a fight, tease, steal (run away)
2. Beast people; migrants, family band
- spy on the pc's
- meet the pc's, offer a feast
- crazy party action, gambling games for prizes,
drinking
3. Beast people; big herd
several thousand beast people traveling as a loose band
- greetings
- run with the pc's all day? big party at end,
maybe some quest requested.
- trade available
hopefully a group of merchants or something remain behind
to deal with pcs and an attack can happen on them lurking
and hanging out.
if hostilities break out the beast men escalate;
- wave of scouts
- Giant beast riders harry
- Local squads
- Swarm attack
4. sunbeam from the feywild
a patch of land the pcs are in becomes surreal,
soft focus and glowing. A euphoria washes over the
group, restoring them as if a full rest.
The beautiful garden with its many paths of mystery
disappear as the clouds cover the sun, returning the
pc's from the feywild.
if any body grabbed anything, it is normal looking now.
(tack on story element here if possible)
5. A green glowing door on a tree.
open it, and you get teleported in to live the life
of a random animal.
the life should be a challenge of one of the stats
skill challenge:
go through each life phase:
juvenile, young adult, mature, old
dc 10 (could take you out)
dc15 (dangerous milestone)
dc 20 (bleak prospects)
first failure: add +2 to the difficulty of the next roll
second failure: limp along, best rating is bleak prospects
third failure: death
death in animal form means one healing surge
is lost.
success:
You may appear to be that animal
from more than 20 squares away, as a sustain
minor encounter power.
The primal powers that be will try to influence the pc
to stay away from towns,
and this ability will either strengthen or lessen
according to the characters decision.
6. Ringling and tingling, wind and drums,
bells and smells are in the air...
do the pc's search for where the noises are coming from?
skill challenge, 6/3 dc 15
one failure splits you from the party
second failure means you are lost, forget way back
third failure, permanently lost, cant succeed at challenge.
finding the source of the noises:
spirit elves are enjoying a feast with music,
chit-chatting casually.
to disturb their harmony is to invoke their wrath..
they teleport the whole scene away, but are forced
to leave behind some of the sauce and snacks,
which are magical.
- levitation champagne
- snacks that grant 4 temp hp until next encounter
party hears the sounds again, but the second time disturbed the
spirit elves flee, possibly dump some
monsters on the party, or leave a poison wine trap (strong damage).
7. Fomorian interloper trap...
Stone tomb-looking block in a field, sort of a pill-box covered in elf runes,
shiny amethyst geode inside. smaller amethyst
out front, sending a signal out, luring scavengers.
perception of 22 to notice the elf carvings are fake.
door slams shut from behind, wont open.
ringing siren bell blares...
Fomorian servant coming to open/capture...
umber hulk tracks nearby
8. Fomorian gorilla trap...
Totems, with pit traps nearby.
some will have been sprung by others, a gorilla perhaps,
moaning for help.
bottom of pit trap is iron cage that snaps closed.
umber hulk tracks nearby
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