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Adventure in Sigil?
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<blockquote data-quote="Saagael" data-source="post: 4996557" data-attributes="member: 84839"><p>First, I apologize for flip-flopping on my ideas so often: Mostly, I'm trying to bounce ideas around and brainstorm possible adventure hooks. I hope that's appropriate for this forum.</p><p></p><p>My main goal is to make everything that can go wrong, go wrong for the players as they try to get home. That way they're not saving a city, rescuing a damsel, finding an artifact (even if the end result is them going home, the adventure is still about solving the problem). I'd like the adventure to be finding a way back to the Material Plane. So the big questions here are: what would the players need to do to get out of Sigil, and how can I make what the players do go wrong.</p><p></p><p>My first attempt at making things go wrong was getting the players captured. The players might still find themselves the targets of a slaving group (and it'd be there choice to pursue those slavers), but they won't be captured, just harassed a few times.</p><p></p><p>At the same time, when the players purchase a gate key, the vendor will have been bought off by spies, so the key will take them somewhere else that's more dangerous. Maybe they get framed and have a run-in with the Sons of Mercy</p><p></p><p>How else could their trip go wrong?</p></blockquote><p></p>
[QUOTE="Saagael, post: 4996557, member: 84839"] First, I apologize for flip-flopping on my ideas so often: Mostly, I'm trying to bounce ideas around and brainstorm possible adventure hooks. I hope that's appropriate for this forum. My main goal is to make everything that can go wrong, go wrong for the players as they try to get home. That way they're not saving a city, rescuing a damsel, finding an artifact (even if the end result is them going home, the adventure is still about solving the problem). I'd like the adventure to be finding a way back to the Material Plane. So the big questions here are: what would the players need to do to get out of Sigil, and how can I make what the players do go wrong. My first attempt at making things go wrong was getting the players captured. The players might still find themselves the targets of a slaving group (and it'd be there choice to pursue those slavers), but they won't be captured, just harassed a few times. At the same time, when the players purchase a gate key, the vendor will have been bought off by spies, so the key will take them somewhere else that's more dangerous. Maybe they get framed and have a run-in with the Sons of Mercy How else could their trip go wrong? [/QUOTE]
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