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<blockquote data-quote="Shiroiken" data-source="post: 6687323" data-attributes="member: 6775477"><p>I would suggest using the portals as access to a plethora of adventures without having to muck around with travel and detailing your world. The patroness would provide the adventure setup and the needed portal. There are several methods of return, each with advantages and disadvantage, so I'd suggest you decide based on the type of game you want to play. Alternatly, you could switch up the method between adventures to keep player's on their toes.</p><p></p><p>Method 1 - Two Way Portal</p><p>Quite simply, the portal works both ways, so the party simply comes back the way they left. This is great for sandbox type adventures, where the party may want/need to explore and return several times. This is less useful for story or event based adventures, where being able to run to safety and return without harm can ruin the effect. It also limits the general use of the adventure, since the players could continue to explore, even after you're done with the adventure.</p><p></p><p>Method 2 - Portkey</p><p>The party is given a magic item that will teleport anyone touching it back to the Inn. This is really useful as a "get out of jail free" type device, but comes at the cost of ending the adventure (players will be hesitant to use it). The downside is that certain types of adventures (where the party gets captured) become impossible. Also, if the party becomes separated, they may choose to leave someone behind, which can cause tension in the group.</p><p></p><p>Method 3 - Delayed Return</p><p>The patron places a spell on the party that will automatically return them to the Inn after a set period of time. This is awesome for story based adventures, because there is a HUGE motivation to hurry. The only downside is the time delay: you could either give the time in advance or keep it a mystery. If things go badly for the party, adventures can be ruined if there's a known time frame. If you keep it a mystery, players may figure out that it's a plot device only, which can be unfun for some.</p><p></p><p>Also, I would suggest against the dragon patron, and use an immortal, like a quasi-deity or hero-god. Their behavior would be explained entirely by their divine knowledge (that they only share sparingly). Even funnier is if you use some powerful creature (fiend/lich/mind flayer) that is using the PCs as unwitting pawns in some overarching game (but once uncovered, this will probably bring the campaign to an end).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6687323, member: 6775477"] I would suggest using the portals as access to a plethora of adventures without having to muck around with travel and detailing your world. The patroness would provide the adventure setup and the needed portal. There are several methods of return, each with advantages and disadvantage, so I'd suggest you decide based on the type of game you want to play. Alternatly, you could switch up the method between adventures to keep player's on their toes. Method 1 - Two Way Portal Quite simply, the portal works both ways, so the party simply comes back the way they left. This is great for sandbox type adventures, where the party may want/need to explore and return several times. This is less useful for story or event based adventures, where being able to run to safety and return without harm can ruin the effect. It also limits the general use of the adventure, since the players could continue to explore, even after you're done with the adventure. Method 2 - Portkey The party is given a magic item that will teleport anyone touching it back to the Inn. This is really useful as a "get out of jail free" type device, but comes at the cost of ending the adventure (players will be hesitant to use it). The downside is that certain types of adventures (where the party gets captured) become impossible. Also, if the party becomes separated, they may choose to leave someone behind, which can cause tension in the group. Method 3 - Delayed Return The patron places a spell on the party that will automatically return them to the Inn after a set period of time. This is awesome for story based adventures, because there is a HUGE motivation to hurry. The only downside is the time delay: you could either give the time in advance or keep it a mystery. If things go badly for the party, adventures can be ruined if there's a known time frame. If you keep it a mystery, players may figure out that it's a plot device only, which can be unfun for some. Also, I would suggest against the dragon patron, and use an immortal, like a quasi-deity or hero-god. Their behavior would be explained entirely by their divine knowledge (that they only share sparingly). Even funnier is if you use some powerful creature (fiend/lich/mind flayer) that is using the PCs as unwitting pawns in some overarching game (but once uncovered, this will probably bring the campaign to an end). [/QUOTE]
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