Editing D&D 5E: Mark of the Wild Hunt - Main Page

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 11: Line 11:
 
In the course of the game, factions within both the Seelie and Unseelie courts will come into play, as will the unaligned faction of the Slaugh - the Wild Hunt itself. Player characters are not aligned with any faction to start play ''because'' they are Marked. [If they were aligned before the Marking, that allegiance is dissolved until the mark is somehow banished or otherwise overcome].
 
In the course of the game, factions within both the Seelie and Unseelie courts will come into play, as will the unaligned faction of the Slaugh - the Wild Hunt itself. Player characters are not aligned with any faction to start play ''because'' they are Marked. [If they were aligned before the Marking, that allegiance is dissolved until the mark is somehow banished or otherwise overcome].
  
βˆ’
Though exiled, characters can still cross back over into the Feywild if they can find a Crossing. Fey Humans with the Wayfarer feature can do this at will; other characters require an Investigation check. Crossing back into the Feywild as an Exile has the potential to cause psychic damage.  
+
Though exiled, characters can still cross back over into the Feywild if they can find a Crossing. Fey Humans with the Wayfarer feature can do this at will; other characters require an Investigation check. Crossing back into the Feywild as an Exile has the potential to cause psychic damage (saving throw negates).  
 
   
 
   
βˆ’
Crossing back over into the mortal realm again does not cause damage.
+
Crossing back over into the Mortal realm does not cause damage.
  
 
'''Note:''' Time within the Feywild can flow differently from time in the mortal realm. For the sake of not crashing the game, major time shifts won't happen while part of the party is in one realm and the rest in the other, but there may occasionally still be significant shifts in these circumstances. When all the party is in one realm or the other, of course, there is room for more drastic shifts.
 
'''Note:''' Time within the Feywild can flow differently from time in the mortal realm. For the sake of not crashing the game, major time shifts won't happen while part of the party is in one realm and the rest in the other, but there may occasionally still be significant shifts in these circumstances. When all the party is in one realm or the other, of course, there is room for more drastic shifts.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)