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help with adventure suggestions: BBEGs are quarreling ex-lovers.
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<blockquote data-quote="DrunkonDuty" data-source="post: 9657972" data-attributes="member: 54364"><p>The following is a big pile of free association. I hope some of it helps.</p><p></p><p>Are your players going to treat this as a dungeon crawl, or as a more roleplay heavy adventure? Three way battles in which the villains change targets every action could be funny.</p><p></p><p>Are the lovers (and their retinues) conscious during the 10 year interludes? I feel being conscious but unable to esacpe adds a certain hellishness to their damnation.</p><p></p><p>I think the lovers' main goal has to be escape <em>and preventing their lover from doing so</em>. Any real world goals beyond that should be so distant and vague as to be pointless. I mean, it's been millenia. Also, having some other goal distracts the story from the central action of the lovers' feud.</p><p></p><p>I would love to see the lovers host a dinner together for the PCs, as per the movie. (Don't eat the fish!) It'd be a great way to introduce the lovers and for the players to see their facade of civility crumble and fall away revealing the real drama.</p><p></p><p>I think a Danny DeVito character, that is someone who is more or less neutral and trying to mitigate some of the damage, could be useful. They could be the chief advisor to the royal couple. They act as a more or less safe person for the PCs to get info from.</p><p></p><p>I'd like to see the lovers be so hateful and spiteful that they will throw aside their own best interest just to hurt the other. <em>Especially </em>if it looks like the other one may escape.</p><p></p><p>Is there a macguffin/specific action that the PCs can find/do that will end the curse? If there is, it's a red herring because the thing that is really holding the lovers in place is themselves. But a macguffin gives the PCs something to quest for while they interact with the lovers and get to learn more about the tomb.</p><p></p><p>The macguffin is a thing that has to be given freely by one of the lovers to the other. It frees the one to whom it is given, but the one who gives it goes on to their eternal rest. And of course, neither lover would ever do this.</p><p></p><p>OR, there is a working macguffin. For some reason the lovers cannot access it or use it themselves. (Maybe something as simple as it's inimical to undead.) Simple possession of the macguffin is insufficient to free anyone. It needs to be put somewhere, perhaps one of 2 possible somewheres, one for each of the lovers, to free that lover. This gives the PCs a chase across the tomb with a macguffin, allowing for all types of capture the flag shenanigans.</p><p></p><p>The PCs' goal should of course be their own escape. And they've only got one night to do it or they get dragged down into the curse themelves. So maybe they also need the macguffin to be placed in one of the special macguffin places, it doesn't matter which one, to open the tomb doors.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9657972, member: 54364"] The following is a big pile of free association. I hope some of it helps. Are your players going to treat this as a dungeon crawl, or as a more roleplay heavy adventure? Three way battles in which the villains change targets every action could be funny. Are the lovers (and their retinues) conscious during the 10 year interludes? I feel being conscious but unable to esacpe adds a certain hellishness to their damnation. I think the lovers' main goal has to be escape [I]and preventing their lover from doing so[/I]. Any real world goals beyond that should be so distant and vague as to be pointless. I mean, it's been millenia. Also, having some other goal distracts the story from the central action of the lovers' feud. I would love to see the lovers host a dinner together for the PCs, as per the movie. (Don't eat the fish!) It'd be a great way to introduce the lovers and for the players to see their facade of civility crumble and fall away revealing the real drama. I think a Danny DeVito character, that is someone who is more or less neutral and trying to mitigate some of the damage, could be useful. They could be the chief advisor to the royal couple. They act as a more or less safe person for the PCs to get info from. I'd like to see the lovers be so hateful and spiteful that they will throw aside their own best interest just to hurt the other. [I]Especially [/I]if it looks like the other one may escape. Is there a macguffin/specific action that the PCs can find/do that will end the curse? If there is, it's a red herring because the thing that is really holding the lovers in place is themselves. But a macguffin gives the PCs something to quest for while they interact with the lovers and get to learn more about the tomb. The macguffin is a thing that has to be given freely by one of the lovers to the other. It frees the one to whom it is given, but the one who gives it goes on to their eternal rest. And of course, neither lover would ever do this. OR, there is a working macguffin. For some reason the lovers cannot access it or use it themselves. (Maybe something as simple as it's inimical to undead.) Simple possession of the macguffin is insufficient to free anyone. It needs to be put somewhere, perhaps one of 2 possible somewheres, one for each of the lovers, to free that lover. This gives the PCs a chase across the tomb with a macguffin, allowing for all types of capture the flag shenanigans. The PCs' goal should of course be their own escape. And they've only got one night to do it or they get dragged down into the curse themelves. So maybe they also need the macguffin to be placed in one of the special macguffin places, it doesn't matter which one, to open the tomb doors. [/QUOTE]
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