In the canon 4TH Edition literature, authors have often gone to great pains to convince their readers that the Feywild, despite its butterfly-filled nature, is in fact a realm fraught with danger. They mention capricious fey, and Cyclops, and miscellaneous fey beasts. But, really, this is no more dangerous than a trip to any forest in the Points of Light natural world, right? By adding in the following random events, the players and their PC’s are now faced with unpredictable events carrying sometimes devastating results.
Welcome to the Feywild.
THE FEYWILD – Random Event Table (d20)
1 A bored Gnome challenges you to a riddle contest. Make an Intelligence check, Hard DC by Level. On a success, the Gnome leads you to a hidden cache containing gold coins equal to 10 times your Level squared. On a failure, the Gnome casts a cruel spell on you and you start the next combat encounter blinded (save ends).
2 A squat little Fairie joins your party and offers its services as your guide. Roll a d20. On a 9 or less, have a random event in The Abyss. On a roll of 10 or higher, have a random event in The Icy Wastes of Latherna. 3 You find yourself reliving a moment in your past that you have always regretted, only this time everything goes as well as you could ever hope. Gain 1 Healing Surge.
4 At the south gate of Taer Lian Doresh, you are stopped by a red-robed sentry until you can tell three dreams beyond belief. If the Dungeon Master does not approve of your three dreams, roll a Saving Throw. On a success, or if the Dungeon Master does approve of your dreams, you are treated to a tour the golden spires of Taer Lian Doresh and you gain a permanent +1 item bonus to Arcana and History checks. On a failure, your mind is made captive of the evil Fey of the Dream World, and you take a -5 penalty to Will until you reach your next Milestone.
5 A noble herd of centaur bandits descend upon you in a stampede! They attack: + Level + 3 vs. Reflex; on a hit, you take Normal High damage by Level and you lose gold coins equal to 10 times your Level squared.
6 Cresting the hill, you come across a sight that is intended only for you, and it fills your heart with joy. Describe it to the other players. Gain 1 Healing Surge or remove one failed Death Saving Throw.
7 Hearing a loud flapping noise from above, you press yourself into the shadows of the forest to escape the notice of its green dragon guardian. Make a Stealth check, Moderate DC by Level. On a success, the dragon does not notice you and drops a scroll nearby with a ritual of your choice equal to your Level or lower. On a failure, you are attacked by its breath weapon: + Level + 3 vs. Fortitude; Limited acid damage by Level and you start the next combat encounter with ongoing 5 acid damage per Tier (save ends).
8 You cross the valley of Pnoth, where the purple worms crawl and burrow incessantly. You hear a slithering among the mountains. Make a Stealth check, Moderate DC by Level, to avoid the notice of the horrid beasts. On a failure, you are attacked by the worm’s terrible stinger: + Level + 5 vs. Armor Class; Normal High damage and Normal High poison damage by Level.
9 It's lovely here, and perfect... so perfect you might stay forever. Make an Insight check, Easy DC by Level. On a success, gain 1 Healing Surge. On a failure, you are can never be taken away from this place, and are lost to the Fey forever.
10 The Elven King of Mithrendain would like a souvenir from your “natural” world. Describe what trinket your character gives to the king and make a Diplomacy check, Moderate DC by Level. On a success, the king rewards you for your generosity and presents to you 1 consumable magic item of your choice of equal to your Level or lower. On a failure, the king is angered and proclaims that you are no longer welcomed by the Fey. Take a permanent -5 penalty to all Charisma-based skill checks with creatures with the Fey origin.
11 Maybe you shouldn't have eaten that strangely-colored fruit. Make an Endurance check, Moderate DC by Level, to keep your lunch. On a failure, lose 1d4 Healing Surges.
12 Others' nightmares are not meant to be witnessed, even indirectly. Lose 1d4 Healing Surges from the horrors you have witnessed in the dream city of Taer Lian Doresh.
13 The ground begins to crack open as an invading force from the Underdark begins their assault on the surface world! Make an Athletics check, Moderate DC by Level, to jump to safety. On a failure, you fall into the chasm and take Limited damage by Level. On a critical miss, you are swallowed by the yawning earth and lost in the Feydark forever.
14 The tormented ghosts of lost Cendriane grope and grasp at your flesh as you run through the city in terror. They attack: + Level + 3 vs. Will; Normal High necrotic damage and Normal High psychic damage by Level.
15 The light of the moon seems to bend and twist the night around you into fearsome shapes, which attack your mind: + Level + 3 vs. Will; Normal High psychic damage by Level.
16 The cackling of the Harlequinade, an evil troupe of Gnomish court jesters, echoes in your ears and threatens to drive you mad. It attacks you: + Level + 3 vs. Will (fear); Normal High psychic damage by Level and you grant combat advantage to all attackers. You may make a saving throw at the end of each combat encounter to end this effect.
17 The fey panther claws at you as it appears and reappears from out of thin air. It catches you by surprise and makes an attack: + Level + 7 vs. Armor Class; Normal Moderate damage by Level.
18 The stone gateway protecting the Feywild from the depths of the Underdark is covered in runes that reveal to you one of the deepest secrets of the Fey. If you speak the Elven language, make an Arcana check, Hard DC by Level, to decipher the words. On a success, you gain a Warlock (Fey) Utility spell of your choice to use until you take your next Extended Rest, equal to your Level or lower.
19 Time passes differently in the Feywild, and you've needed to learn a few things to survive. Gain a permanent +1 item bonus to a skill of your choice.
20 While wandering the phosphorescent woods, you are surrounded by mischievous sprites! Make a Bluff check, Moderate DC by Level, to show them a riddle or trick and befriend them. On a success, they take a liking to you and give you a gourd of moon-tree wine, which functions as a potion of your choice of your Level + 3 or lower. On a failure, the sprites close in around you, their teeth gleaming, and attack: + Level + 5 vs. Armor Class; Normal Moderate damage and you start your next combat encounter dazed (save ends).