Splatbook*

Opportunities

An opportunity is anything that the PCs come across that might benefit them, or that they could take advantage of. It's a very broad category, including:

  • Useful or valuable stuff (coin, trade goods, tools, weapons, Surplus, etc.)
  • Expendable resources (provisions, clean water, lamp oil, supplies, etc.)
  • A good spot to __ (make camp, set an ambush, take shelter, etc.)
  • A way to get somewhere (a key, a short cut, a hidden passage, a ford, etc.)
  • A chance to __ (learn something, get a drop on a foe, impress someone, etc.)
  • An experience (a breathtaking view, a hallucinogenic mushroom, etc.)
  • A resource that the PCs might come back for later (a mine, timber, etc.)
  • A place of power (a shrine, a nexus of arcane energy, etc.)
  • An arcanum
  • Anything else that comes to mind

Not all opportunities are equal. Sometimes you'll offer an opportunity directly, but other times, you'll merely hint at more than meets the eye or offer riches at a price, and the PCs have to work a bit to take advantage of it. Some opportunities will be exactly what the PCs need. Others will be less obviously useful, or distractions from their larger goals. And some are there only because you think they should be, or because a table in Book II suggests it.

Once you put the opportunity in play, ask the PCs what they do and go from there. Often, they'll jump on it, or attempt to. But they might ignore it, or decide it's not worth the trouble, or pass it by for now with plans to come back later. Don't force it. Play to find out what happens!