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Abandoned Magic Guild [My Players Stay Out]
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1732956" data-attributes="member: 6584"><p>I'm with Turanil on the non-evil/undead theme for the most part. A rogue construct or two and some traps could be fun. However, I think the power source ought to provide most of the problems in the place directly... some ideas:</p><p></p><p>Tapped sizable elemental to power and control the complex. 1 of each element. The now dead wizards were meant to regularly change the elementals... The current elementals have been held far too long and in too close proximity to their opposing elements. They have gone insane and are warring with each other. The elementals are imprisoned and can't affect each other directly, but each is using the areas of the complex they control to try and destroy the others. Obviously, they would like the PCs to help them, but their alien nature (and madness) makes it hard for them to interact with humans.</p><p></p><p></p><p>A joining machine (stolen directly from David Gemmel!) - I used this on my group in our AU game. The power source corrupts the area around it. The chamber it was in (and the coridoors around it) were gold lined to prevent this. Thieves stripped away the gold and unleashed the power of the device. </p><p></p><p>It fuses flesh and souls together to create abominations. Numerous animals, thieves, vagrants and so on have joined together creating some terrifying beasts. Perhaps the wizards kept a selection of sample animals nearby... lions, tigers, bears, oh my! </p><p></p><p>It's possible that the creations become unstable the further they get from the machine. Hence why they havn't overrun the surrounding area. </p><p></p><p>The last magister/mageblade could be one of these abominations - possibly having had their life extended by the process. They are trying increasingly nasty methods in an attempt to cure their condition.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1732956, member: 6584"] I'm with Turanil on the non-evil/undead theme for the most part. A rogue construct or two and some traps could be fun. However, I think the power source ought to provide most of the problems in the place directly... some ideas: Tapped sizable elemental to power and control the complex. 1 of each element. The now dead wizards were meant to regularly change the elementals... The current elementals have been held far too long and in too close proximity to their opposing elements. They have gone insane and are warring with each other. The elementals are imprisoned and can't affect each other directly, but each is using the areas of the complex they control to try and destroy the others. Obviously, they would like the PCs to help them, but their alien nature (and madness) makes it hard for them to interact with humans. A joining machine (stolen directly from David Gemmel!) - I used this on my group in our AU game. The power source corrupts the area around it. The chamber it was in (and the coridoors around it) were gold lined to prevent this. Thieves stripped away the gold and unleashed the power of the device. It fuses flesh and souls together to create abominations. Numerous animals, thieves, vagrants and so on have joined together creating some terrifying beasts. Perhaps the wizards kept a selection of sample animals nearby... lions, tigers, bears, oh my! It's possible that the creations become unstable the further they get from the machine. Hence why they havn't overrun the surrounding area. The last magister/mageblade could be one of these abominations - possibly having had their life extended by the process. They are trying increasingly nasty methods in an attempt to cure their condition. [/QUOTE]
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