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4e Campaign, starting at Lv. 1
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<blockquote data-quote="Kinie" data-source="post: 4323698" data-attributes="member: 70904"><p>The plan from when it was set in 3.5 was that the Day of Twilight was caused by a custom-made Elder Evil that got affected by a 'Change Alignment' spell that twisted a bit and made him go from Chaotic Evil to Lawful Good. The creature, realizing what it was and that, eventually, the Change Alignment spell would wear off after several millenia, created a curse for itself to do several things, including making him be asleep for approx. 28 days before being awake for one full day, dumb its level down from 26 to level 12, and severely weaken him. Because it was now LG, he couldn't commit suicide, so instead he thought that the best thing to do was to put himself on an undeveloped planet and hibernate there for as long as possible, remaining out of harm's way for other planets and other races. When he is awake he casts out a radius spell that prevents direct light from shining through - hence why the entire "Day of Twilight" is set under low-light levels.</p><p></p><p>The cut scene is meant to just be a freak accident, with the PC's able to speculate (if they reach far enough) that the creature knew that the Change Alignment spell was about to wear off and called for the next group of adventurer's in the universe that used a Mass Teleportation spell.</p><p></p><p>As for them trying to get back to the Wizard to get their money, I don't know what they will do. Personally I'm going to try and have them stick around in their "new" home, due to some of the advantages they have here instead of back where they all came from. And if they do decide to go back home, and if they like the campaign and story enough, I could have it set up in the story that they have to go back to the new plane.</p><p></p><p>Ideally, if they like the story, it would flow like this:</p><p></p><p>Campaign begins -> Party attempts to go back home -> Succeed in returning home -> find out Wizard is a jackass and never intended to pay them in the first place -> Teleportation portals send the custom monsters to their plane, they go back to try and stop them -> fight the creature, save both planes.</p></blockquote><p></p>
[QUOTE="Kinie, post: 4323698, member: 70904"] The plan from when it was set in 3.5 was that the Day of Twilight was caused by a custom-made Elder Evil that got affected by a 'Change Alignment' spell that twisted a bit and made him go from Chaotic Evil to Lawful Good. The creature, realizing what it was and that, eventually, the Change Alignment spell would wear off after several millenia, created a curse for itself to do several things, including making him be asleep for approx. 28 days before being awake for one full day, dumb its level down from 26 to level 12, and severely weaken him. Because it was now LG, he couldn't commit suicide, so instead he thought that the best thing to do was to put himself on an undeveloped planet and hibernate there for as long as possible, remaining out of harm's way for other planets and other races. When he is awake he casts out a radius spell that prevents direct light from shining through - hence why the entire "Day of Twilight" is set under low-light levels. The cut scene is meant to just be a freak accident, with the PC's able to speculate (if they reach far enough) that the creature knew that the Change Alignment spell was about to wear off and called for the next group of adventurer's in the universe that used a Mass Teleportation spell. As for them trying to get back to the Wizard to get their money, I don't know what they will do. Personally I'm going to try and have them stick around in their "new" home, due to some of the advantages they have here instead of back where they all came from. And if they do decide to go back home, and if they like the campaign and story enough, I could have it set up in the story that they have to go back to the new plane. Ideally, if they like the story, it would flow like this: Campaign begins -> Party attempts to go back home -> Succeed in returning home -> find out Wizard is a jackass and never intended to pay them in the first place -> Teleportation portals send the custom monsters to their plane, they go back to try and stop them -> fight the creature, save both planes. [/QUOTE]
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