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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Kaodi" data-source="post: 838218" data-attributes="member: 1231"><p><strong>Time Travel And Other Things</strong></p><p></p><p>Time travel always seems to be a neat idea, but this is the sort of stuff where you really have to be careful to avoid paradox, unless you don't really care whether things are paradoxical or not... the best kind of time travel I believe is the kind where you send the players off to another demiplane without them knowing it, and have that time feature either the fast or slow time trait, so what seems like a day could of been a year in their world, or what seemed like a year could of been a day. Or even more extreme. If you really wanted to be tricky, you could insinuate the solution to the White Kingdom into some sort of inoculous mini-detail of one of their quests/adventures/encounters in the demiplane. As for other things, the White Kingdom should try to confront the Defenders not only with their fears, but with some nemeses of a sense. Malachite with a genuinely beneficial undead, Mara with the sun as a destructive force, Velendo with walls being a bad thing, and so on and so on... Hope some of this helps. </p><p></p><p>One question... will the Defenders eventually encounter the full circle of Weird sisters?</p></blockquote><p></p>
[QUOTE="Kaodi, post: 838218, member: 1231"] [b]Time Travel And Other Things[/b] Time travel always seems to be a neat idea, but this is the sort of stuff where you really have to be careful to avoid paradox, unless you don't really care whether things are paradoxical or not... the best kind of time travel I believe is the kind where you send the players off to another demiplane without them knowing it, and have that time feature either the fast or slow time trait, so what seems like a day could of been a year in their world, or what seemed like a year could of been a day. Or even more extreme. If you really wanted to be tricky, you could insinuate the solution to the White Kingdom into some sort of inoculous mini-detail of one of their quests/adventures/encounters in the demiplane. As for other things, the White Kingdom should try to confront the Defenders not only with their fears, but with some nemeses of a sense. Malachite with a genuinely beneficial undead, Mara with the sun as a destructive force, Velendo with walls being a bad thing, and so on and so on... Hope some of this helps. One question... will the Defenders eventually encounter the full circle of Weird sisters? [/QUOTE]
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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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