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| johniemi03-27-07, 06:17 AM | I'm planning a campaign where all players start as lvl 2 sorcerers. The players have agreed to this and here is a brief overview of the things I plan to do and after that I ask some ideas for the campaign. SKILL BACKGROUND : As all players "have" to be sorcerers to start with, so I am allowing them to take a feat that will give them 3 skills as class skills - as a 1st level feat only (so humans can take this Skill Background feat two times; 1 x level1 feat, 1 x human bonus feat at 1st lvl). I am also giving sorcerers 1 bonus feat (like wizard; lvl1,5,10,15 & 20) that can either be a metamagic feat or a draconic feat or infernal sorcerer heritage or celestial sorcerer heritage feat. This is to help with PrC requirements, although PrC's are NOT freely chosen - they can only be acquired thru good skill use (knowledge: local, history, arcana etc.) followed by GOOD ROLEPLAYING. Every race can multiclass like humans. Now to the game: Three players + one NPC "played" by the DM (NOT a DMPC!!) There are three schools of magic/arcane orders; white, grey and black (good, neutral and evil). The players all choose the same school and same general alignment (e.g., lawful good and 2 x neutral good PC's) according to their school color. They have a mentor (the above NPC) "mage leader" that is at lvl 7 when they start and levels up with the players, thus at some point the players will be of almost equal level as him (as higher lvl chars get less XP than lower lvl chars from the same encounter). When the levels are almost equal the NPC will nominate the PC's as "mage leaders" of their own but that is somewhere in the faraway future so no need to dwell on that too much at this point. Also, all three schools are in feud; good against evil, and the neutrals are in between these and trying to stay neutral despite the offers/intimidation by the good and evil schools. The players get quests and missions from their school (which is determined as soon as the players decide which main alignment they want to play) that they must accomplish if they wish to stay in the arcane order. As a carrot to obeying their superiors, the players know that the schools can make them more powerful (access to mage prestige classes not available elsewhere!) and that they will be punished if they break their code of honor to their school. Also; spell research, boosting rituals, possible bonus feats and qualities can be earned thru good roleplaying and being in the right place at the right time. [b]And the point of this thread is: SOooo... after all this babbling :) can anyone throw around some nice ideas for adventure hooks, small quests, places of power (for sorcerers and gish characters) or whatever "cool" or useful I could use in this campaign. Or if you remember a published/homemade adventure that could have something that you think would fit well here, please let me know about it or tell me the name if it's a published one and I'll look it up. There are some random starting points I have for quests, like: -The player's questing group is opposed by a similar group from a different school, or even from the same school that have the same mission, and the group leaders (NPC mentor vs NPC mentor) are in feud and the players have to decide what to do with the opposing group (kill, bluff, sabotage?) and how to finish the task before the other group... or can the PC's get the groups to work together for a greater benefit (diplomacy, intimidate, good RP'ing)? -The group's objective collides with an another arcane orders' objectives; i.e., if they play white mages and need to destroy an evil relic but at the same time the black mages want to find the item and use it. Maybe they will be offered lots of GP/loot to give up the item, or they will be robbed of the item etc. As they start at lvl2, their first quest should be something very very easy, probably a straightforward "retrieve magic supplies from the mountains"; there they could meet kobolds and goblins, and the kobolds have some secrets of dragon magic that the players are now made aware of. Also the kobolds will help them with the magic supplies if the PC's sabotage the goblin mines nearby as the kobolds fear that the goblins will dig too deep... for some reason they are afraid to reveal... (what could it be?) If someone read this far, I am impressed ;) and I hope you have time to reply as I think I have a good campaign brewing up here but sometimes (most times?) I just run out of ideas. -John |
| stuporhero9303-28-07, 05:48 PM | I have done something similar and here's what I did: The PC's were given 1 scroll of Teleport. The NPC was of course the possesor of it. The job was to bring back These odd supposedly magical glowing crystals that were reported by traders passsing through the woods Fable anyone?!) There were three in all. Everytime they brought one back, they were given another scroll and had to get the next one. The first was guarded by just basic stuff (kobolds, goblins, etc.) and then the other schools found out so they had to try and get them before the other schools. There was a pretty awsome mage battle near the end. |
| Darth Sephiroth03-28-07, 06:24 PM | Personally, I'd make a slight modification. Dig up all the Sorcerer variants in the books and allow them to select from them to add more variety to the team without messing with your all Sorcerers. This would let you have several of the substitution classes like the Planar Sorcerer and Dragonblooded Sorcerer as well as things like the Battle Sorcerer and open up several new options to players like the Metamagic Specialist option from PHB2 |
| taradusis03-28-07, 09:07 PM | Instead of three schools based around alignment,how about 10 clans based around dragon ancestry.EX.A gold clan descended from a gold dragon family.1st quest is to find your ancester who gives you trinket from their horde,perhaps a scale suitable for transformation into a magic item?Mid-level quest would be mentoring a wyrmling?RANDOM THOUGHTS |