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Enhancing Turn of Fortune's Wheel
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<blockquote data-quote="TheSword" data-source="post: 9283242" data-attributes="member: 6879661"><p>Just beginning to put thoughts into planning this. Initial impressions are very good. The essential structure is fine. As is the ending. There are definite changes I would make though.</p><p></p><ul> <li data-xf-list-type="ul">Expand the mausoleum</li> <li data-xf-list-type="ul">Expand Sigil using elements from 2e and Torment (My group hasn’t played it)</li> <li data-xf-list-type="ul">The walking castle is cool, but I wouldn’t have it solve all journeys. I’d like there to be a lot more portal use to bring players back to Sigil.</li> <li data-xf-list-type="ul">just reaching the gate of each gate town is a little bit simplistic. I’d like to link the PCs to the mimic closer - it was their previous incarnations and the glitch caused it to break. Fixing the mimir is how the PCs find out bout their true selves enough to know that Shemeska has one of their incarnations.</li> <li data-xf-list-type="ul">I’d like the PCs original incarnations to be the ones that caused the original glitch through their actions.</li> <li data-xf-list-type="ul">I’d like alternative evil versions of the PCs to be responsible for some of the challenges they come across. A bit like the paranoid incarnation in Torment.</li> </ul><p>I’d like some of the action to carry over to the planes beyond. </p><p></p><p>So instead of the players following a broken mimir at the request of a fiend they’re following the clues to their own identities. </p><p></p><p>Also definitely planning on following up with the Vecna adventure.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9283242, member: 6879661"] Just beginning to put thoughts into planning this. Initial impressions are very good. The essential structure is fine. As is the ending. There are definite changes I would make though. [LIST] [*]Expand the mausoleum [*]Expand Sigil using elements from 2e and Torment (My group hasn’t played it) [*]The walking castle is cool, but I wouldn’t have it solve all journeys. I’d like there to be a lot more portal use to bring players back to Sigil. [*]just reaching the gate of each gate town is a little bit simplistic. I’d like to link the PCs to the mimic closer - it was their previous incarnations and the glitch caused it to break. Fixing the mimir is how the PCs find out bout their true selves enough to know that Shemeska has one of their incarnations. [*]I’d like the PCs original incarnations to be the ones that caused the original glitch through their actions. [*]I’d like alternative evil versions of the PCs to be responsible for some of the challenges they come across. A bit like the paranoid incarnation in Torment. [/LIST] I’d like some of the action to carry over to the planes beyond. So instead of the players following a broken mimir at the request of a fiend they’re following the clues to their own identities. Also definitely planning on following up with the Vecna adventure. [/QUOTE]
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