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Adventure Path Three: You'd Do...
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<blockquote data-quote="JoeGKushner" data-source="post: 2767821" data-attributes="member: 1129"><p>Let's see... some other thoughts.</p><p></p><p>1. An enemy that the players can't defeat, no matter how powerful they become. This could be a god, or a sentient plane or just some monster that most likely, they'll die if they fight. In SC, the big bad is powerful and a worthy threat for epic level characters, but in the end, he's still punk'd by the players. Something that the players have to seal away or destroy it's power base without actually fighting it head to head.</p><p></p><p>2. Passed on Gifts: In many times, characters can gain their items through their friends and allies. For example, in the Horselord series, the main character is given Widowmaker, in Lord of the Rings, Frodo is given Sting, Strider is given his sword reforged by the elves. It would be tricky to take into account the power level of said items, but as we now have Weapons of Legacy, it shouldn't be too problematic and a few encounters with wild beasts who have no treasure, could make up for the CR vs gold bits. Not every item should come from a dragon's horde.</p><p></p><p>3. NPC growth. While there are many NPCs in the Shackled City, none of them are really aimed at playing alongside the characters. Such an "insider" would allow the GM to do a bit more and perhaps add some shock value to the encounters if the NPC can be used properly. Alternatively, more notes like the flaws presented in SC to represent their homebody interests could be used to integrate the characters themselves more fully into the adventurers. Perhaps some template that grows with them as they grow in levels.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2767821, member: 1129"] Let's see... some other thoughts. 1. An enemy that the players can't defeat, no matter how powerful they become. This could be a god, or a sentient plane or just some monster that most likely, they'll die if they fight. In SC, the big bad is powerful and a worthy threat for epic level characters, but in the end, he's still punk'd by the players. Something that the players have to seal away or destroy it's power base without actually fighting it head to head. 2. Passed on Gifts: In many times, characters can gain their items through their friends and allies. For example, in the Horselord series, the main character is given Widowmaker, in Lord of the Rings, Frodo is given Sting, Strider is given his sword reforged by the elves. It would be tricky to take into account the power level of said items, but as we now have Weapons of Legacy, it shouldn't be too problematic and a few encounters with wild beasts who have no treasure, could make up for the CR vs gold bits. Not every item should come from a dragon's horde. 3. NPC growth. While there are many NPCs in the Shackled City, none of them are really aimed at playing alongside the characters. Such an "insider" would allow the GM to do a bit more and perhaps add some shock value to the encounters if the NPC can be used properly. Alternatively, more notes like the flaws presented in SC to represent their homebody interests could be used to integrate the characters themselves more fully into the adventurers. Perhaps some template that grows with them as they grow in levels. [/QUOTE]
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