Adventure modules with choices to make?


Lost Omens Campaign Setting General Discussion


One of the last campaigns my friends and I went on was the "Savage Tide" story arc from Dungeon magazine.

One of the episodes involved our party coming back from an offshore adventure to discover the village was under seige.

At this point, we were presented with 5 or 6 different tasks we could take at any point in time and the order we took on the tasks or what we did impacted the next sections of the story and gave us victory points on what tasks were accomplished.

Example, one of the houses was on fire but we chose to go after some other attackers in another area, come to find out that one of the villagers was in the house and since we didn't decide to save her first, that part of the story arc turned out differently.

That type of adventure "choose a path" really seemed exciting to me as it presented us with different challenges we could handle any different way we wanted.

Does anyone know of a similar type of adventure modules (D&D or Pathfinder) where there are a few options always in play at once or decisions you have to make like that that would possibly effect the remainder of the adventure.


When there are important events or NPCs, the Adventure Paths usually have at least a short sidebar about what to do when the events don't happen or when the NPCs die/not die (depending on what they're supposed to do).

There's also more than a few adventures that have a more free-style feel. There's a number of events or missions you can tackle in any order. You don't have to do them all, but the GM usually keeps score with victory points or something like that.

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