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New adventure path from ENP
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5164194" data-attributes="member: 710"><p>I think there are some branching opportunities that can get less complicated. Maybe 2 groups are competing over a specific area (say, a kind of treasure hunt) - it doesn't matter which side you on, you will still have to engage the same puzzles and monsters guarding that treasure. The bigger variation points are your motivation and your possible reward - and maybe a few encounters where you fight the other side's team. (Which could actually be the same in either scenario, actually, assuming they are just hired help.)</p><p></p><p>Possible setup: </p><p>- A dungeon with two entrances on opposing sides. The dungeon houses an McGuffin sought by two factions.</p><p>- Faction A is aware of one possible entrance, maybe posessing a password to convince the guardian there to let the players through.</p><p>- Faction B has found the sigil sequence of a portal inside the dungeon. </p><p>- Faction A offers the PCs the loot they get and a good reputation, possibly to get aid at a later time. The McGuffin in their hands could end an internal conflict and avert a Civil War.</p><p>- Faction B offers the PCs lots of money (plus the loot) and a valuable information. They need the McGuffin for magical research to cure a painful disease that has afflicted the Faction's leader.</p><p>- The two factions are not necessarily directly opposed normally, but the McGuffin can be used by only one. (Or can it? Maybe the PCs can figure out something better, a third way?)</p><p></p><p>The choices of the PCs could be reflected over the course of the adventure path. The aid of Faction A might help them solve a conflict. The information from Faction B might give them easier access to a particular area. Not helping Faction A might lead to a nation being in disarray and giving a villain additional resources in a particular scenario. Not helping Faction B might be leading to someone with a grudge against the PCs that will come back to haunt them later.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5164194, member: 710"] I think there are some branching opportunities that can get less complicated. Maybe 2 groups are competing over a specific area (say, a kind of treasure hunt) - it doesn't matter which side you on, you will still have to engage the same puzzles and monsters guarding that treasure. The bigger variation points are your motivation and your possible reward - and maybe a few encounters where you fight the other side's team. (Which could actually be the same in either scenario, actually, assuming they are just hired help.) Possible setup: - A dungeon with two entrances on opposing sides. The dungeon houses an McGuffin sought by two factions. - Faction A is aware of one possible entrance, maybe posessing a password to convince the guardian there to let the players through. - Faction B has found the sigil sequence of a portal inside the dungeon. - Faction A offers the PCs the loot they get and a good reputation, possibly to get aid at a later time. The McGuffin in their hands could end an internal conflict and avert a Civil War. - Faction B offers the PCs lots of money (plus the loot) and a valuable information. They need the McGuffin for magical research to cure a painful disease that has afflicted the Faction's leader. - The two factions are not necessarily directly opposed normally, but the McGuffin can be used by only one. (Or can it? Maybe the PCs can figure out something better, a third way?) The choices of the PCs could be reflected over the course of the adventure path. The aid of Faction A might help them solve a conflict. The information from Faction B might give them easier access to a particular area. Not helping Faction A might lead to a nation being in disarray and giving a villain additional resources in a particular scenario. Not helping Faction B might be leading to someone with a grudge against the PCs that will come back to haunt them later. [/QUOTE]
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