Level 11 Rifts Earth Adventures.

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say652
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Level 11 Rifts Earth Adventures.

Unread post by say652 »

Ideas for top tier level Adventures.
Limited to Rifts Earth.

At this level the characters be relatively famous or Infamous.
What, if any affect should these high level characters have in a Campaign world?
Should i allow them to build a Mercenary Company?
Settle a Town?

Open to suggestions.
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dragonfett
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Re: Level 11 Rifts Earth Adventures.

Unread post by dragonfett »

Kill the Xiticix?
Bring down the CS?
Kill a Vampire Intelligence?
Kick the Splugorth out of Atlantis?
End starvation for everybody on the planet?
Because this is Rifts, that is a very open ended question in my opinion and more depends on the GM. I have seen a brand new group of level one PC's form a Merc Unit.

However it sounds to me like your group just finished a story arc (or you are expecting them to soon) and now you are trying to think of what to throw at them next. If that is the case and you are wanting to try and come up with something epic, what about a story arc where you go back in time and change some event?
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J_cobbers
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Re: Level 11 Rifts Earth Adventures.

Unread post by J_cobbers »

Here are some ideas:
There's the classic stop the 4 horsemen in Africa and or overthrow Rama-set in Egypt.
Cleans Mexico of the vampire scourge (mostly)
Aid Trix and the NGR in taking out large portions of the Brodkil or Gargoyle threats.
Re-establish contact with the orbiting space stations, clear out killer satellites and normalize space travel.
Reunite NEMA and ARCHIE III on peaceful terms for the good of mankind.
Take down Lord Dunscan and the evil factions of the Federation of Magic to turn it to a force for good.
Widen Lazlo / New Lazlo's influence.
Reform the CS as a safe haven for all peaceful peoples and to embrace literacy and education for the common man/being
Expose Merrlyn and his evil influence in England and bring about a new Arthurian age.
Take out the Lord of the Deep.
Close the St. Louis perma Rift.

As for founding a Merc Company or town/cit? Absolutely you should let them set up a merc company or a town, that gives them a chance to do something different from a leadership perspective. Story wise and you can introduce a bunch of NPCs as recruits to their company/town and contracts for employment that get bigger in scale, but with the associated costs of supplies etc going up too, so the stakes get bigger. Puts them in a better position to negotiate with larger kingdoms and deal with bigger threats and do even more epic things.
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Re: Level 11 Rifts Earth Adventures.

Unread post by Library Ogre »

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