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What exactly is Feywild in your campaigns?
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<blockquote data-quote="Hexmage-EN" data-source="post: 8296538" data-attributes="member: 79428"><p>So far the Feywild has mostly been a place that my players' characters find themselves in when I want to throw something completely different at them for a change and need little explanation for how they got there. In both my previous campaign and this current one the party has just been traveling elsewhere only to find themselves in the Feywild.</p><p></p><p>In the first campaign I was being way more freeform with it and just sort of putting the characters through my stream of consciousness. At one point they were in a cave with a ravine full of teeth that tooth fairies apparently just throw teeth into for some reason. There was also an unattended pie in a hut with butterfly wings growing out of the walls; smashing the pie against the wall caused it to transform into a splattered ogre. Also there was a fortress with severed feet hanging from the ramparts.</p><p></p><p>In retrospect I got too weird with it. </p><p></p><p>I did at least learn how hilariously dangerous a trio of quicklings with swords of wounding can be, though, when they reduced the party wizard from full health to dying in one round.</p><p></p><p>My players in my current campaign entered the Underdark of the Feywild simply because two of the three couldn't attend the session at the last minute. I had already decided the deep gnomes in the area were runaways from a fomorian kingdom in the Feywild, so I just told the player that did show up the other two PCs were suddenly grabbed by glowing plants that surged out of the tunnel walls before disappearing with them. Then next session, when everyone was present, her character entered the Feywild as well.</p><p></p><p>This entire campaign has been set in the Underdark, and I had forgotten that the 4E Underdark book described the Feywild's Underdark as being full of unusual plants that don't require sunlight, so it was a good excuse to jumble up Dungeon Tiles for underground and aboveground wilderness environments to create unusual maps.</p><p></p><p>The players so far have navigated past a large number of awakened shrubs, met a talking fish who moves about thanks to a friendship with an elemental puddle, avoided getting run over by a cyclops riding a triceratops that was herding giant fire beetles, entered a large, forested vault with a strange false sky punctured by stalactites, saved a forlarren from webbirds that had laid their eggs in him, fought a shambling mound in an area of electric crystals, and have now been invited by a hag riding a gazer she can magically grow to beholder size to her home, which is built out of living stone carved by enslaved jermlaine supervised by a mite that delights in sabotaging their efforts with its magic (you can probably tell I like using weird monsters from older editions). Oh, also there are umplebies, and the party has had a baby umpleby with them for a while now that had been locked-up in a wererat warren for some reason unknown to them (I took a yeti tyke miniature and painted it orange, btw).</p><p></p><p>Next session they may be escorted to a fomorian outpost by the hag via a magic doorway. I've already statted-up a conversion of the fomorian portal lord from 4E for them to possibly fight, although he is one of the party's best chances to return from the Feywild's Underdark to the Material Plane's Underdark safely.</p></blockquote><p></p>
[QUOTE="Hexmage-EN, post: 8296538, member: 79428"] So far the Feywild has mostly been a place that my players' characters find themselves in when I want to throw something completely different at them for a change and need little explanation for how they got there. In both my previous campaign and this current one the party has just been traveling elsewhere only to find themselves in the Feywild. In the first campaign I was being way more freeform with it and just sort of putting the characters through my stream of consciousness. At one point they were in a cave with a ravine full of teeth that tooth fairies apparently just throw teeth into for some reason. There was also an unattended pie in a hut with butterfly wings growing out of the walls; smashing the pie against the wall caused it to transform into a splattered ogre. Also there was a fortress with severed feet hanging from the ramparts. In retrospect I got too weird with it. I did at least learn how hilariously dangerous a trio of quicklings with swords of wounding can be, though, when they reduced the party wizard from full health to dying in one round. My players in my current campaign entered the Underdark of the Feywild simply because two of the three couldn't attend the session at the last minute. I had already decided the deep gnomes in the area were runaways from a fomorian kingdom in the Feywild, so I just told the player that did show up the other two PCs were suddenly grabbed by glowing plants that surged out of the tunnel walls before disappearing with them. Then next session, when everyone was present, her character entered the Feywild as well. This entire campaign has been set in the Underdark, and I had forgotten that the 4E Underdark book described the Feywild's Underdark as being full of unusual plants that don't require sunlight, so it was a good excuse to jumble up Dungeon Tiles for underground and aboveground wilderness environments to create unusual maps. The players so far have navigated past a large number of awakened shrubs, met a talking fish who moves about thanks to a friendship with an elemental puddle, avoided getting run over by a cyclops riding a triceratops that was herding giant fire beetles, entered a large, forested vault with a strange false sky punctured by stalactites, saved a forlarren from webbirds that had laid their eggs in him, fought a shambling mound in an area of electric crystals, and have now been invited by a hag riding a gazer she can magically grow to beholder size to her home, which is built out of living stone carved by enslaved jermlaine supervised by a mite that delights in sabotaging their efforts with its magic (you can probably tell I like using weird monsters from older editions). Oh, also there are umplebies, and the party has had a baby umpleby with them for a while now that had been locked-up in a wererat warren for some reason unknown to them (I took a yeti tyke miniature and painted it orange, btw). Next session they may be escorted to a fomorian outpost by the hag via a magic doorway. I've already statted-up a conversion of the fomorian portal lord from 4E for them to possibly fight, although he is one of the party's best chances to return from the Feywild's Underdark to the Material Plane's Underdark safely. [/QUOTE]
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