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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: 4285757" data-attributes="member: 14641"><p><strong>Talking Points</strong></p><p></p><ul> <li data-xf-list-type="ul">Adventure Background and Delve Into Collective Memory/skill check DCs There is only one DC above 25 (A DC 25 is something a 1st level CAN make). The remaining is a DC 40, a first level character had better not make this DC, or something is seriously wrong. This secret is to be a grand reveal, something the player character learns later in the Path (See the DM giggling behind his screen because he is lousy at poker). <br /> <br /> </li> <li data-xf-list-type="ul">The adventure begins “In Media Res”<br /> <br /> </li> <li data-xf-list-type="ul">The first encounter transports you to the next encounter, so you can keep the game moving.<br /> <br /> </li> <li data-xf-list-type="ul">We take the “Choice” theme of <strong><span style="color: Red">Monte Cook's Arcana Evolved </span></strong>a bit further than normal. The players choose as a group the adventure hook for their PCs. (We will post the suggested hooks next time). <br /> <br /> </li> <li data-xf-list-type="ul">All of the encounters advance the story. There are no “Random” encounters. We did this for efficiency, players now know they are advancing the story every encounter, it also means there is no frivolous information for DMs and PCs to keep track of.<br /> <br /> </li> <li data-xf-list-type="ul">Role-playing encounters in the rituals of choice are always capable of transforming into another type of encounter, <em>encounters in disguise</em>. <br /> <br /> </li> <li data-xf-list-type="ul">Every piece of treasure in the adventure is <em>unique</em>. <br /> <br /> </li> <li data-xf-list-type="ul">We have taken a site based linear road adventure and added non-linear event encounters. This creates choices for PCs and versatility for DMs. <br /> <br /> </li> <li data-xf-list-type="ul">The <em>Big Finale </em>is a Triggered Encounter, which gained from an amazing idea that came out of the play-test, and the concept that you <strong>use your best ideas first</strong>.<br /> <br /> </li> <li data-xf-list-type="ul">The environment of the <em>Diamond Throne</em> comes alive; we have gassar trees from the floating forest, storms, and high winds on the central plains, and at the end a mystical witching site!</li> </ul></blockquote><p></p>
[QUOTE="Qwillion, post: 4285757, member: 14641"] [b]Talking Points[/b] [LIST] [*]Adventure Background and Delve Into Collective Memory/skill check DCs There is only one DC above 25 (A DC 25 is something a 1st level CAN make). The remaining is a DC 40, a first level character had better not make this DC, or something is seriously wrong. This secret is to be a grand reveal, something the player character learns later in the Path (See the DM giggling behind his screen because he is lousy at poker). [*]The adventure begins “In Media Res” [*]The first encounter transports you to the next encounter, so you can keep the game moving. [*]We take the “Choice” theme of [B][COLOR="Red"]Monte Cook's Arcana Evolved [/COLOR][/B]a bit further than normal. The players choose as a group the adventure hook for their PCs. (We will post the suggested hooks next time). [*]All of the encounters advance the story. There are no “Random” encounters. We did this for efficiency, players now know they are advancing the story every encounter, it also means there is no frivolous information for DMs and PCs to keep track of. [*]Role-playing encounters in the rituals of choice are always capable of transforming into another type of encounter, [I]encounters in disguise[/I]. [*]Every piece of treasure in the adventure is [I]unique[/I]. [*]We have taken a site based linear road adventure and added non-linear event encounters. This creates choices for PCs and versatility for DMs. [*]The [I]Big Finale [/I]is a Triggered Encounter, which gained from an amazing idea that came out of the play-test, and the concept that you [B]use your best ideas first[/B]. [*]The environment of the [I]Diamond Throne[/I] comes alive; we have gassar trees from the floating forest, storms, and high winds on the central plains, and at the end a mystical witching site! [/LIST] [/QUOTE]
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