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A campaign without classes that use magic?
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<blockquote data-quote="atanakar" data-source="post: 7977637" data-attributes="member: 65762"><p><strong>THE CAMPAIGN</strong></p><p></p><p>The campaign will take the form of a <strong>vision-quest</strong> given by the village seer at the end of session one. It will be a mega-module for levels 1 to 6. I've never done a classic <strong>Quest</strong> before.</p><p></p><p>The Gods have decided that the Archmage's hubris has finally gone too far. He wants to ascend to challenge them. They want to strike him down by proxy. They had foreseen this possible scenario at the beginning of time and placed four hidden artifacts in the world-forest in which the Celtes-Like humans live. The PCs become the god's chosen heroes after receiving a mark on the chest over their heart.</p><p></p><p>After the initial set up, one PC will receive a vision on the location of one artifact. Then a second PC, a third and a fourth will receive a vision. Once all four artifacts are secured the PCs will proceed to the final encounter against the archmage. If they succeed order is maintained. If they fail the Archmage ascends to challenge the Gods themselves.</p><p></p><p><strong>It is a world with almost no magic.</strong> The majority of opponents would be humans with ill intent. No orcs and other humanoids. Beasts and Dire Beast are threat. Strong emphasis on dangerous plants since this will be set in a world-forest. Fungus that infect other creatures, mutate them and changes their normal behaviour, is a good way to create bizarre creatures without using magic.</p><p></p><p>No magical creatures or creatures that require magical weapons to hit. No mythological creatures. No devils or demons. No psionics.</p><p></p><p>Some creatures will be experimentations by the Archmage. Mutations and crossbreeds of regular creatures let loose in the wild. Fey creatures as manifestations of the gods. They do not live in the prime material but they can access it from time to time. Considering weird-minor-gods anchored to a specific location. A few trans-planar creatures.</p><p></p><p><strong>Experience Points:</strong></p><p>I haven't used XPs since the second half of 2e. We do not play often enough or long enough to do the XP grind like we used to in the 80s. Instead I divide the number of XP required on a number of sessions. In this case, they will level up every two games. For our group it represents one year of role-playing. 12 games. For this reason I do not need a myriad of creatures, monsters and foes. I only need enough to run the course of the quest.</p><p></p><p><strong>Who's the Archmage?</strong></p><p>He's just a regular guy who became the shaman of his tribe long time ago. Over time he figured out a way to borrow magical power from small fey creatures he entrapped. He was caught and cast out of his village. In his travels he found a place to settle atop a small mountain. The veil between the world and the fey world is thin in that area. Over the decades he has perfected his craft and uses a series of McGuffins to power up more and more power. To the point that he has now angered the Gods.</p></blockquote><p></p>
[QUOTE="atanakar, post: 7977637, member: 65762"] [B]THE CAMPAIGN[/B] The campaign will take the form of a [B]vision-quest[/B] given by the village seer at the end of session one. It will be a mega-module for levels 1 to 6. I've never done a classic [B]Quest[/B] before. The Gods have decided that the Archmage's hubris has finally gone too far. He wants to ascend to challenge them. They want to strike him down by proxy. They had foreseen this possible scenario at the beginning of time and placed four hidden artifacts in the world-forest in which the Celtes-Like humans live. The PCs become the god's chosen heroes after receiving a mark on the chest over their heart. After the initial set up, one PC will receive a vision on the location of one artifact. Then a second PC, a third and a fourth will receive a vision. Once all four artifacts are secured the PCs will proceed to the final encounter against the archmage. If they succeed order is maintained. If they fail the Archmage ascends to challenge the Gods themselves. [B]It is a world with almost no magic.[/B] The majority of opponents would be humans with ill intent. No orcs and other humanoids. Beasts and Dire Beast are threat. Strong emphasis on dangerous plants since this will be set in a world-forest. Fungus that infect other creatures, mutate them and changes their normal behaviour, is a good way to create bizarre creatures without using magic. No magical creatures or creatures that require magical weapons to hit. No mythological creatures. No devils or demons. No psionics. Some creatures will be experimentations by the Archmage. Mutations and crossbreeds of regular creatures let loose in the wild. Fey creatures as manifestations of the gods. They do not live in the prime material but they can access it from time to time. Considering weird-minor-gods anchored to a specific location. A few trans-planar creatures. [B]Experience Points:[/B] I haven't used XPs since the second half of 2e. We do not play often enough or long enough to do the XP grind like we used to in the 80s. Instead I divide the number of XP required on a number of sessions. In this case, they will level up every two games. For our group it represents one year of role-playing. 12 games. For this reason I do not need a myriad of creatures, monsters and foes. I only need enough to run the course of the quest. [B]Who's the Archmage?[/B] He's just a regular guy who became the shaman of his tribe long time ago. Over time he figured out a way to borrow magical power from small fey creatures he entrapped. He was caught and cast out of his village. In his travels he found a place to settle atop a small mountain. The veil between the world and the fey world is thin in that area. Over the decades he has perfected his craft and uses a series of McGuffins to power up more and more power. To the point that he has now angered the Gods. [/QUOTE]
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