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Where to next? (post LMOP)
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<blockquote data-quote="Benjamin Olson" data-source="post: 8407663" data-attributes="member: 6988941"><p>Storm King's Thunder has an appendix that gives direct suggestions of how to start it from having completed other modules, including Lost Mines of Phandelver, and generally is the published module that most naturally continues with a similar tone to what the party has been doing in Phandelver with a nearby geographical start. It's not necessarily the best adventure, but if you all are happy with what you've been doing and just want it to continue in a similar vein I think it's a solid choice for that with a little clearer official support than you generally get.</p><p></p><p>That said, I'd ask the players what they were into. Both the groups I ran through LMOP wanted to do something completely different with different characters when we got to the end of it (well both wanted to do something completely different "for a while" before coming back to it, but neither group ever came back to their Phandelver characters). If they do want to continue with their current characters they may well be happier going to a radically different location or even a different plane. It's better if they find the campaign they enjoy even with an awkward transition than that they have a smooth transition to a campaign they don't like.</p><p></p><p>Had the first of the groups actually got back to it my plan was for them to discover that the reason the spell forge worked and that the pool in the back of the cave had waves was that the mine was on a magical nexus of energies running from the Forgotten Realms through the cavern to a portal hidden under the waters of the wave generating pool going to the bottom of a sea in my homebrew world, which has relatively low magic saturation and thus receives a strong flow of energies from the "everything is magic all the time" world of the Forgotten Realms. An aboleth has made its lair in the dank dark Forgotten Realms sunken cave side, but goes through the portal to hunt. The party would find themselves stranded in the middle of a sea on the other side and "rescued" by pirates, who had been sent by the seer of the pirate island to pick up "some visitors". That was as far as I planned.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8407663, member: 6988941"] Storm King's Thunder has an appendix that gives direct suggestions of how to start it from having completed other modules, including Lost Mines of Phandelver, and generally is the published module that most naturally continues with a similar tone to what the party has been doing in Phandelver with a nearby geographical start. It's not necessarily the best adventure, but if you all are happy with what you've been doing and just want it to continue in a similar vein I think it's a solid choice for that with a little clearer official support than you generally get. That said, I'd ask the players what they were into. Both the groups I ran through LMOP wanted to do something completely different with different characters when we got to the end of it (well both wanted to do something completely different "for a while" before coming back to it, but neither group ever came back to their Phandelver characters). If they do want to continue with their current characters they may well be happier going to a radically different location or even a different plane. It's better if they find the campaign they enjoy even with an awkward transition than that they have a smooth transition to a campaign they don't like. Had the first of the groups actually got back to it my plan was for them to discover that the reason the spell forge worked and that the pool in the back of the cave had waves was that the mine was on a magical nexus of energies running from the Forgotten Realms through the cavern to a portal hidden under the waters of the wave generating pool going to the bottom of a sea in my homebrew world, which has relatively low magic saturation and thus receives a strong flow of energies from the "everything is magic all the time" world of the Forgotten Realms. An aboleth has made its lair in the dank dark Forgotten Realms sunken cave side, but goes through the portal to hunt. The party would find themselves stranded in the middle of a sea on the other side and "rescued" by pirates, who had been sent by the seer of the pirate island to pick up "some visitors". That was as far as I planned. [/QUOTE]
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