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Exploring Forgotten Realms: Adventures in Faerûn
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<blockquote data-quote="Clint_L" data-source="post: 9823238" data-attributes="member: 7035894"><p>Oh, so I just finished running my adaptation with my beginner's group. They uncovered several NPCs with links to the Cult but got into a fight with them and then let them escape while heading back to the Caves of Chaos to try to infiltrate it (the party rolled the random encounter with the halfling bard, the cultists wanted to murder her as a witness, the party refused, and things went sideways from there).</p><p></p><p>Anyway, the party was pretty beat up and decided to camp and take a long rest before continuing on. So when they got to the Caves, they found that the Cultists and their allies were gone, and the party soon worked out from clues that, knowing the party was on to them, the Cult had preemptively attacked the Keep. This just made sense to me.</p><p></p><p>So the party rushed back to the Keep and had to help the defenders, culminating in a final battle in the heart of the keep against the cultists, including their leader, and an eldritch horror they had summoned. It was touch and go - at one point three characters were making death saves at once - but they pulled it out.</p><p></p><p>So...the plot became dramatically different but it all grew logically out of the source material and the player's choices, and left them with some good plot hooks to get them started on the next leg of the campaign, which I will be making up from scratch.</p><p></p><p>I found this to be a really great starter adevnture. It was easy to adapt to my campaign and a setting in Exandria, the VTT resources are excellent, and it had lots of RP opportunities.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9823238, member: 7035894"] Oh, so I just finished running my adaptation with my beginner's group. They uncovered several NPCs with links to the Cult but got into a fight with them and then let them escape while heading back to the Caves of Chaos to try to infiltrate it (the party rolled the random encounter with the halfling bard, the cultists wanted to murder her as a witness, the party refused, and things went sideways from there). Anyway, the party was pretty beat up and decided to camp and take a long rest before continuing on. So when they got to the Caves, they found that the Cultists and their allies were gone, and the party soon worked out from clues that, knowing the party was on to them, the Cult had preemptively attacked the Keep. This just made sense to me. So the party rushed back to the Keep and had to help the defenders, culminating in a final battle in the heart of the keep against the cultists, including their leader, and an eldritch horror they had summoned. It was touch and go - at one point three characters were making death saves at once - but they pulled it out. So...the plot became dramatically different but it all grew logically out of the source material and the player's choices, and left them with some good plot hooks to get them started on the next leg of the campaign, which I will be making up from scratch. I found this to be a really great starter adevnture. It was easy to adapt to my campaign and a setting in Exandria, the VTT resources are excellent, and it had lots of RP opportunities. [/QUOTE]
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