Thinking about a campaign that would ultimately lead to the reward of a space of forest land in the feywild that a group of adventurers (5th level) could use as a safe place to spend downtime. This is new territory for me since it's been about 4 decades since I've played or dm'ed. I could use some advice on how difficult to make this, if it even makes sense since most of the party isn't fey. Also, what would be the long term affects of time spent in the feywild, on non-fey creatures?
I'm not an expert in the Lore associated with the Feywild, but the DMG offers two mechanics that affect non-fey, usually upon leaving: Memory Loss and Time Warp
Iconarising's link is a really good start for how the rules see the feywild. But keep in mind, you're the DM. You can make it as easy or difficult as you like. It might be cool to let the PC's have a base in the feywild, with some kind of portal to get them back and forth to the prime. Then have to worry about what happens when they're gone -- especially with the differences in how time passes. They leave for a week in the prime, but five years have passed in the feywild, and now their house is starting to fall apart and some monsters have moved in. Or someone else decides to mess with their portal. It could be pretty fun, and like any time player's get a base, can be used to give a shift in the overall tone of the campaign.
Type; Seelie +2/-2/+1, Unseelie-2/+2/+1, Wild court +1/+2/+1, personal reaction bonus.
Auto memory save;
and auto see some fey-portals
Coronet of the Wildcourts; (as Champion item no effect directly outside of that wild court.)
A gift of fey-soul [wildcourt land, the land itself not the people ] looking for a champion to hold its independence from the seelie/unseelie competition.
Physically; A headband of living flowering vines.
Powers:
At touch bestowed fey-friend tattoo.
At touch on land home creature bestowed 'maze warden' tattoos.
At touch call throne of the wild, if in Coronet wild court. Pulls natural growth into the shape of a throne of appearance the PC choses.
Cast 'hallucinatory terrain' in wildcourt, to convince plants how to grow.
Call fairy gate; Natural growing or hallucinatory Maze /slash portal that allows travel between. (If you save against the hallucination you can't see the maze. Fey tag or friend tattoo of wild court allows to see the correct path out of many.)
Lord/lady Gate guardion; at will change the path that is required
Thinking about a campaign that would ultimately lead to the reward of a space of forest land in the feywild that a group of adventurers (5th level) could use as a safe place to spend downtime. This is new territory for me since it's been about 4 decades since I've played or dm'ed. I could use some advice on how difficult to make this, if it even makes sense since most of the party isn't fey. Also, what would be the long term affects of time spent in the feywild, on non-fey creatures?
I'm not an expert in the Lore associated with the Feywild, but the DMG offers two mechanics that affect non-fey, usually upon leaving: Memory Loss and Time Warp
https://www.dndbeyond.com/compendium/rules/dmg/creating-a-multiverse#Feywild
Iconarising's link is a really good start for how the rules see the feywild. But keep in mind, you're the DM. You can make it as easy or difficult as you like. It might be cool to let the PC's have a base in the feywild, with some kind of portal to get them back and forth to the prime. Then have to worry about what happens when they're gone -- especially with the differences in how time passes. They leave for a week in the prime, but five years have passed in the feywild, and now their house is starting to fall apart and some monsters have moved in. Or someone else decides to mess with their portal. It could be pretty fun, and like any time player's get a base, can be used to give a shift in the overall tone of the campaign.
Possible suggestions:
Fey-friend tattoo.
Type; Seelie +2/-2/+1, Unseelie-2/+2/+1, Wild court +1/+2/+1, personal reaction bonus.
Auto memory save;
and auto see some fey-portals
Coronet of the Wildcourts; (as Champion item no effect directly outside of that wild court.)
A gift of fey-soul [wildcourt land, the land itself not the people ] looking for a champion to hold its independence from the seelie/unseelie competition.
Physically; A headband of living flowering vines.
Powers:
At touch bestowed fey-friend tattoo.
At touch on land home creature bestowed 'maze warden' tattoos.
At touch call throne of the wild, if in Coronet wild court. Pulls natural growth into the shape of a throne of appearance the PC choses.
Cast 'hallucinatory terrain' in wildcourt, to convince plants how to grow.
Call fairy gate; Natural growing or hallucinatory Maze /slash portal that allows travel between. (If you save against the hallucination you can't see the maze. Fey tag or friend tattoo of wild court allows to see the correct path out of many.)
Lord/lady Gate guardion; at will change the path that is required
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
you could consider modifying the fey touched to include the no-memory loss. once they obtain the property, they become touched by the fey itself.
Guide to the Five Factions (PWYW)
Deck of Decks