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Adventure Path Three: You'd Do...
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<blockquote data-quote="Dave Turner" data-source="post: 2773397" data-attributes="member: 12329"><p>I hadn't thought of the caravan guards hook to get the PCs involved. I had two others in mind.</p><p></p><p>First, the PCs are out for riches. This would differ markedly from the usual D&D campaign which is more idealistic. The party would be out to make their fortune. Each character could have personal reasons for needing the money (revitalize my trading family's fortunes, gain enough wealth to buy a kingdom, build the most glorious temple to one's deity, pay off a massive weregeld/bounty on one's head), but they would be focused on the money. I'm not quite sure how to pull this off within a traditional D&D dungeons-first framework, though. </p><p></p><p>Second, I thought of a rescue hook. The PCs would be searching for someone who had previously travelled the Road but never returned. This could take on some "Heart of Darkness" overtones or could be more straightforward. The NPC would be a binding thematic element at each stop along the Road.</p><p></p><p>You could have the Path set up so the PCs reach the exotic West by 10th level and have to return to their homeland by 20th level. You should have new encounters on the return trip, but you could visit old locales and NPCs as well that have changed in the wake of the PCs.</p><p></p><p>I thought the exotic element would be easier to pull off than you did in a way. You could have all kinds of bizarre stuff thrown in. It could range from different humanoid cultures (a town ruled by children and the aged are killed like "Logan's Run") to alien environments (storms which rain flower petals instead of water).</p><p></p><p>I'm not sure that the idea could be commercialized as a Dungeon Adventure Path. Well, I can't think of an immediate way to do it, at any rate. Still, it's a campaign that I've always wanted to run.</p></blockquote><p></p>
[QUOTE="Dave Turner, post: 2773397, member: 12329"] I hadn't thought of the caravan guards hook to get the PCs involved. I had two others in mind. First, the PCs are out for riches. This would differ markedly from the usual D&D campaign which is more idealistic. The party would be out to make their fortune. Each character could have personal reasons for needing the money (revitalize my trading family's fortunes, gain enough wealth to buy a kingdom, build the most glorious temple to one's deity, pay off a massive weregeld/bounty on one's head), but they would be focused on the money. I'm not quite sure how to pull this off within a traditional D&D dungeons-first framework, though. Second, I thought of a rescue hook. The PCs would be searching for someone who had previously travelled the Road but never returned. This could take on some "Heart of Darkness" overtones or could be more straightforward. The NPC would be a binding thematic element at each stop along the Road. You could have the Path set up so the PCs reach the exotic West by 10th level and have to return to their homeland by 20th level. You should have new encounters on the return trip, but you could visit old locales and NPCs as well that have changed in the wake of the PCs. I thought the exotic element would be easier to pull off than you did in a way. You could have all kinds of bizarre stuff thrown in. It could range from different humanoid cultures (a town ruled by children and the aged are killed like "Logan's Run") to alien environments (storms which rain flower petals instead of water). I'm not sure that the idea could be commercialized as a Dungeon Adventure Path. Well, I can't think of an immediate way to do it, at any rate. Still, it's a campaign that I've always wanted to run. [/QUOTE]
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