Zhure
First Post
I'm preparing to take over the rotating DM duties in a few weeks and I've decided upon a campaign idea I've been working on for awhile. The premise is a bit contrived but since it isn't a long-term campaign I'm not too concerned.
Each of the PC's has to be a d4 class (Psion, Wizard, Specialist, Sorcerer) to belong to the Order. The Order basically runs the entire civilized world.
A thousand years ago a cataclysm rocked about half the known world and left some weird magical zones. To enter into these badlands can cause serious mental harm to anyone not disciplined in the arcane arts (i.e., the d4 dudes). The badlands are full of bestial creatures, like orcs, who were once human fighters and such, and their descendants live on.
Divine casters are all defunct, as their gods stopped granting powers when the cataclysm occured. So Rangers and Paladins are also not around.
To make this playable, I've introduced a few things:
* Way stations - anyone from the Order can re-equip in these forts in the badlands. Mundane only.
* Mage Heal - As members of the Order, anyone can swap out for a healing spell, that does 1d4 per caster level (up to 5d4) any spell except specialist bonus spells, like a cleric can spontaneously cast a Cure Spell.
* A powerful artifact can cast certain regenerative healing and resurrection spells, that the Order will do for free for any member.
These are all things I've established to make it a workable campaign and a fun campaign, and the players seem excited with lots of ideas for characters.
What I'm looking for is:
1- more ideas to implement why there aren't any non-d4 good guys wandering around the badlands (as the mental disablities seem a bit cheesy).
2- ways to make the campaign run smoother.
Any help would be good.
Thanks!
Greg
Each of the PC's has to be a d4 class (Psion, Wizard, Specialist, Sorcerer) to belong to the Order. The Order basically runs the entire civilized world.
A thousand years ago a cataclysm rocked about half the known world and left some weird magical zones. To enter into these badlands can cause serious mental harm to anyone not disciplined in the arcane arts (i.e., the d4 dudes). The badlands are full of bestial creatures, like orcs, who were once human fighters and such, and their descendants live on.
Divine casters are all defunct, as their gods stopped granting powers when the cataclysm occured. So Rangers and Paladins are also not around.
To make this playable, I've introduced a few things:
* Way stations - anyone from the Order can re-equip in these forts in the badlands. Mundane only.
* Mage Heal - As members of the Order, anyone can swap out for a healing spell, that does 1d4 per caster level (up to 5d4) any spell except specialist bonus spells, like a cleric can spontaneously cast a Cure Spell.
* A powerful artifact can cast certain regenerative healing and resurrection spells, that the Order will do for free for any member.
These are all things I've established to make it a workable campaign and a fun campaign, and the players seem excited with lots of ideas for characters.
What I'm looking for is:
1- more ideas to implement why there aren't any non-d4 good guys wandering around the badlands (as the mental disablities seem a bit cheesy).
2- ways to make the campaign run smoother.
Any help would be good.
Thanks!
Greg