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Abandoned Magic Guild [My Players Stay Out]
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<blockquote data-quote="Imagicka" data-source="post: 1734714" data-attributes="member: 4621"><p>Greetings...</p><p> </p><p> Well someone beat me to the punch... I don't like things that don't have a logical reason. Why hasn't it been explored? Why haven't the town's officials sent people to get rid of it? (Evidently it doesn't cause too much problems for the city.) </p><p> </p><p> Good ideas Pielorinho...here's a couple more...</p><p> Personally, I wouldn't put it inside of the city. Or at least put the guildhouse on a demi-plane somewhere, where it is accessed only in one location in the city (if you want to get that high-magic). </p><p> </p><p> Why haven't others plundered it for it's secrets? Well, perhaps they have, and failed. The more deadly traps keeping intruders out have been sprung and now is a good time for exploring. </p><p> </p><p> Perhaps there is a secret way into the guildhouse. That members must have an amulet on their person and pass through an arbor that is located in a park that, interestingly enough, was donated by the guild when it still was in good standing with the city...</p><p> ...and finding amulets for the party can be an interesting side-adventure. </p><p> </p><p> And/Or there are a series of riddles/puzzles that are asked of the party when they enter the guildhouse to keep the uninitiated out. There was an excellent campaign that was put out for Ars Magica which dealt with a lost convenant (magi guild). </p><p> This convenant was underground, not that it mattered, because it was in the middle of a 'regio'. </p><p> A type of 'magical place' which would slip players into a magical other-world realm. You could walk through it...it would seem a little weird and eerie to you...and come out of it on the other side...unless you knew how to go 'deeper' into the regio. To get deeper into the regio, you had to do a number of specific things. Then a 'guardian' would come and ask the party a series of riddles. For each correct answer, the 'real world' would slip away, as they went deeper into the regio. </p><p> </p><p> So, for the unknowing...it would seem like a 'creepy abandoned building' or whatever, that no one wants to buy, and vagabonds haven't squated there. Of course, places like this would also attract magic-sensative creatures. *grins*</p><p> </p><p> Why don't you publish the finished campaign, when you've run it on the board here? Perhaps we can start a netbook of campaigns that are co-designed by all the members here... I've been toying with the idea of writing campaigns around Phineas' maps, and putting them up.</p></blockquote><p></p>
[QUOTE="Imagicka, post: 1734714, member: 4621"] Greetings... Well someone beat me to the punch... I don't like things that don't have a logical reason. Why hasn't it been explored? Why haven't the town's officials sent people to get rid of it? (Evidently it doesn't cause too much problems for the city.) Good ideas Pielorinho...here's a couple more... Personally, I wouldn't put it inside of the city. Or at least put the guildhouse on a demi-plane somewhere, where it is accessed only in one location in the city (if you want to get that high-magic). Why haven't others plundered it for it's secrets? Well, perhaps they have, and failed. The more deadly traps keeping intruders out have been sprung and now is a good time for exploring. Perhaps there is a secret way into the guildhouse. That members must have an amulet on their person and pass through an arbor that is located in a park that, interestingly enough, was donated by the guild when it still was in good standing with the city... ...and finding amulets for the party can be an interesting side-adventure. And/Or there are a series of riddles/puzzles that are asked of the party when they enter the guildhouse to keep the uninitiated out. There was an excellent campaign that was put out for Ars Magica which dealt with a lost convenant (magi guild). This convenant was underground, not that it mattered, because it was in the middle of a 'regio'. A type of 'magical place' which would slip players into a magical other-world realm. You could walk through it...it would seem a little weird and eerie to you...and come out of it on the other side...unless you knew how to go 'deeper' into the regio. To get deeper into the regio, you had to do a number of specific things. Then a 'guardian' would come and ask the party a series of riddles. For each correct answer, the 'real world' would slip away, as they went deeper into the regio. So, for the unknowing...it would seem like a 'creepy abandoned building' or whatever, that no one wants to buy, and vagabonds haven't squated there. Of course, places like this would also attract magic-sensative creatures. *grins* Why don't you publish the finished campaign, when you've run it on the board here? Perhaps we can start a netbook of campaigns that are co-designed by all the members here... I've been toying with the idea of writing campaigns around Phineas' maps, and putting them up. [/QUOTE]
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