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Best Feywilds Adventures?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6770144" data-attributes="member: 82106"><p>Yeah, Courts of the Shadow Fey is a little ambiguous, they didn't really seem to be following 4e canon at all. The 'Shadow Fey' don't quite match up with anything found in any standard 4e reference. They could be some fey offshoot living in the Shadowfell, or they could simply be a 'Shadow Court' located in a dark shadowy corner of the Feywild. The way the adventure is structured it doesn't really matter, just that it is an 'otherworld' that the PCs are dropped into. It could even be fluffed as a 'domain of dread' if you wanted to play up the more grimdark side of it.</p><p></p><p>There is an adventure, Dark Heart of Mithrendain in one of the Dungeon issues that wasn't too bad. The social encounters were a bit contrived, but workable. It really needed to elaborate on that side of things more to really pull it all off, and the last part was too much of a linear series of combat slogs, but the plot was decent and it has a lot of encounters, characters, and information about the City that makes it a pretty good starting point. IIRC it was designed for low paragon PCs, so you might have to tweak a few things if you run it at level 8, but it shouldn't be too far off.</p><p></p><p>You could also just set any of a number of other adventures in the Feywild. Maybe refluff some creatures with a more fey aspect. Give them some charms, illusions, and other tricks to replace their usual powers. Mostly its a matter of fluff and shifting a few more things over to the WILL defense.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6770144, member: 82106"] Yeah, Courts of the Shadow Fey is a little ambiguous, they didn't really seem to be following 4e canon at all. The 'Shadow Fey' don't quite match up with anything found in any standard 4e reference. They could be some fey offshoot living in the Shadowfell, or they could simply be a 'Shadow Court' located in a dark shadowy corner of the Feywild. The way the adventure is structured it doesn't really matter, just that it is an 'otherworld' that the PCs are dropped into. It could even be fluffed as a 'domain of dread' if you wanted to play up the more grimdark side of it. There is an adventure, Dark Heart of Mithrendain in one of the Dungeon issues that wasn't too bad. The social encounters were a bit contrived, but workable. It really needed to elaborate on that side of things more to really pull it all off, and the last part was too much of a linear series of combat slogs, but the plot was decent and it has a lot of encounters, characters, and information about the City that makes it a pretty good starting point. IIRC it was designed for low paragon PCs, so you might have to tweak a few things if you run it at level 8, but it shouldn't be too far off. You could also just set any of a number of other adventures in the Feywild. Maybe refluff some creatures with a more fey aspect. Give them some charms, illusions, and other tricks to replace their usual powers. Mostly its a matter of fluff and shifting a few more things over to the WILL defense. [/QUOTE]
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