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| #1angellusmortusSep 08, 2011 15:50:24 | Alright everyone, I'm in a bit of a predicament with my current campaign idea. I'm very fond of the basic concept, but am struggling with how to make sure it doesn't feel like a series of "Oh, good, you got that magic item. Now go grab this other mcguffin..." quests. The basic idea for the start of the campaign is that the entire party, having not met before, is going to be summoned/planar bound to another plane of existence. There, they will meet an incredibly startled and slightly frightened gnome. This gnome will eventually explain that they are on a plane that was created by a Genesis spell by his master, and that he is just an apprentice wizard. He had gone there to train, and as part of his training, was bound to the plane, unable to leave until he was adept enough to meet his rather powerful masters expectations.The master wizard then proceeded to disappear/kick the bucket. The goofy, likable little apprentice is now stuck on this plane, and has been experimenting with all manner of magic he didn't really understand in the desperate hope that he might be able to bring someone there to aid him. Having now unintentionally bound the party, he will send them on a quest to other planes of existence, searching for the magical components/keys/whatnot he needs to cast a spell he found in his masters notes that he thinks might be powerful enough to free him. Here's the kicker: The adorable little gnome wizard is not actually an adorable little gnome wizard. He's the BBEG, a malevolent arcanist that was essentially trying to make himself a god. Ages ago, a party of adventurers bound him to the plane. He is trying to trick the party into collecting something...either keys of some kind, or perhaps artifacts that belonged to the party that originally bound him...in order to break free. If he succeeds, the remainder of the campaign will be based around trying to defeat this guy. Any thoughts on the concept? The game will only be running from now until December. Pathfinder rules, if that matters. Some things I'm trying to figure out: What to make them get to free the wizard? Why were they specifically summoned? (All of them are from the Material Plane) How to not make it ridiculously forced? I was also considering integrating something like a paladinish guardian cult that, at first, the party would think was evil/despotic for trying to stop them, then realize they have to side with them if the wizard does break free. Thanks in advance for any and all help! |
| #2cha-ikaSep 09, 2011 17:46:27 | I like the idea and understand the want to avoid the ever present McGuffin feel of and adventure. My ideas are in no particular order and you can feel free to pipck and choose which ones you like or don't like. First I'd say no to the palaind esque guardian cult...for a few reasons...One why would the characters assume there evil? especially if there using holy spells and other paladin like stuff. Second why would they be there at all? If the previous adventurers bound the wizard to this plain in order to keep him from comitting evil acts....why then let him have a fresh stock of corruptable minnions? (I realize that that's not what they are there for but If I was the evil wizard that's exactly what I would do.) I dont think the character need to be "Chosen" at all...make it an accident...like the wizards spell summons people at random and he's gone through all of this a few times...they might even find some remains of previous adventurers along there path. |