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Adventure Path for Monte Cook's Arcana Evolved (updated 6/24) Art by Ryan Barger
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<blockquote data-quote="Qwillion" data-source="post: 4249511" data-attributes="member: 14641"><p><strong>Encounters of Choice</strong></p><p></p><p><span style="font-size: 15px">Encounters: </span></p><p>There are 11-12 encounters in <em>A Witch's Choice</em>, 5 of those are event encounters. Due to this being an adventure path I really wanted to take advantage of <span style="color: Red"><strong>foreshadowing</strong></span>, In the first adventure there are 4 of the event encounters are foreshadows.</p><p> </p><ol> <li data-xf-list-type="ol"><em>The Golden Jackal </em>foreshadows the beginning of every adventure until <em>Death Of A Dream (#12), </em>this also serves as a tool for starting each adventure <u>“In Media Res”</u> by having a dream encounter, which ties in well with the cultural significance dreams have in the Lands of the Diamond Throne. <br /> </li> <li data-xf-list-type="ol">Foreshadows <em>The Last Adventure (#25)</em> I really believe when have a great Idea you don’t save it till later because chances are you won’t get to use it because your other ideas sucked. So your 1st level PCs get to encounter <u><strong><em>Kallethan/The Kallethan </em></strong></u></li> <li data-xf-list-type="ol"> Foreshadows. <em>To Kill or Not To Kill (#2)</em> and <em>Godson’s Offering (#5)</em>, Here the PCs get a choice they can assist one of two groups, one will become an ally and they get immediate rewards as well as an ally in future adventures. However they also gain an enemy in the future. In <span style="color: red"><strong>Monte Cook's Arcana Evolved</strong></span> one of the major themes is <strong>choices</strong> and I wanted to make sure that players truly had a choice that would affect the outcome of their Saga. </li> <li data-xf-list-type="ol"> Foreshadows <em>When The Hammer Falls (#7),</em> this encounter introduces two npcs, one will be the last encounter of the adventure with a very <strong>complex motivation</strong>, (he believes stopping the PCs from curing the injured soul, will protect the world from a greater threat. ) The other is there to remind the party that while they are out adventuring the world is not sitting still, as in each adventure they will discover references to the second Npcs, and what he is doing, until <em>When The Hammer Falls.</em></li> </ol><p></p><p>I designed these adventure not to level up at the end of each adventure (rather than during), this makes it easy for you as a GM to know what you’re dealing with and that each encounter is scaled to a particular PC but if you like more freedom or you run a more character driven style, each encounter allows you to scale it up to be a greater challenge. </p><p></p><p>Not every encounter requires combat, but it still provides rewards. There are enough encounters for you level up, yet you could also skip or avoid an encounter. (In one of the playtest an encounter with a swarm was skipped because just the week before in a different game, the players had been massacred by swarms).</p><p></p><p> With the <em>Rituals of Choice Adventure Path</em> you can award experience per encounter or simple level the party at the end of each adventure, you as the <strong>DM</strong> are <strong>empowered</strong> to make your own choice.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 4249511, member: 14641"] [b]Encounters of Choice[/b] [SIZE="4"]Encounters: [/SIZE] There are 11-12 encounters in [I]A Witch's Choice[/I], 5 of those are event encounters. Due to this being an adventure path I really wanted to take advantage of [COLOR="Red"][B]foreshadowing[/B][/COLOR], In the first adventure there are 4 of the event encounters are foreshadows. [LIST=1] [*][I]The Golden Jackal [/I]foreshadows the beginning of every adventure until [I]Death Of A Dream (#12), [/I]this also serves as a tool for starting each adventure [U]“In Media Res”[/U] by having a dream encounter, which ties in well with the cultural significance dreams have in the Lands of the Diamond Throne. [*]Foreshadows [I]The Last Adventure (#25)[/I] I really believe when have a great Idea you don’t save it till later because chances are you won’t get to use it because your other ideas sucked. So your 1st level PCs get to encounter [u][b][I]Kallethan/The Kallethan [/I][/b][/u] [*] Foreshadows. [I]To Kill or Not To Kill (#2)[/I] and [I]Godson’s Offering (#5)[/I], Here the PCs get a choice they can assist one of two groups, one will become an ally and they get immediate rewards as well as an ally in future adventures. However they also gain an enemy in the future. In [COLOR="red"][B]Monte Cook's Arcana Evolved[/B][/COLOR] one of the major themes is [B]choices[/B] and I wanted to make sure that players truly had a choice that would affect the outcome of their Saga. [*] Foreshadows [I]When The Hammer Falls (#7),[/I] this encounter introduces two npcs, one will be the last encounter of the adventure with a very [B]complex motivation[/B], (he believes stopping the PCs from curing the injured soul, will protect the world from a greater threat. ) The other is there to remind the party that while they are out adventuring the world is not sitting still, as in each adventure they will discover references to the second Npcs, and what he is doing, until [I]When The Hammer Falls.[/I] [/LIST] I designed these adventure not to level up at the end of each adventure (rather than during), this makes it easy for you as a GM to know what you’re dealing with and that each encounter is scaled to a particular PC but if you like more freedom or you run a more character driven style, each encounter allows you to scale it up to be a greater challenge. Not every encounter requires combat, but it still provides rewards. There are enough encounters for you level up, yet you could also skip or avoid an encounter. (In one of the playtest an encounter with a swarm was skipped because just the week before in a different game, the players had been massacred by swarms). With the [I]Rituals of Choice Adventure Path[/I] you can award experience per encounter or simple level the party at the end of each adventure, you as the [B]DM[/B] are [B]empowered[/B] to make your own choice. [/QUOTE]
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