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Makeup and Mischief: Renaissance!
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<blockquote data-quote="HalfElfSorcerer" data-source="post: 135018" data-attributes="member: 2405"><p>How 'bout this:</p><p>The few wizards that remain resent the retreat of the fey. "Book magic" is dying without the council of the fey, but "blood magic" is flourishing among humanoids, with scads of stray power being left behind on the Material plane. A small enclave of wizards is bent on breaking the gates to Arvandor, which require a bunch of simultaneous <em>wishes</em> to open. A powerful sorceror discovers this plot, and realizes that this would be, in the long run, bad, leading to a techno-mago war. He seeks out a band of promising young adventurers (the PCs) to, in the long run, avert the opening of the gates. The sorceror becomes the mentor of the PCs. Since the opening of the gates will take years of preparation, the PCs have time. This should be the overshadowing goal for the majority of the campaign, and culminate with a showdown with five powerful wizards. These would be all that were left after the PCs eliminated the lesser ones. Unfortunately, a tiny crack opened in the multiverse after the last, desperate attempt by the last remaining wizard to open the gate. The sorceror/mentor senses this immidiately, and <em>teleports</em> in to help seal it, but arrives too late to prevent two undesireable beings to escape-a devil and a demon, both of considerable power. They assume normal lives in town, <em>polymorphed</em> into a less obvious form, but are bent on killing one another. This would involve a lot of destruction in the nearby area. Thus, part 2 of the campaign!</p><p></p><p>Whew! I think I'm in love with what I just wrote!</p><p>Whaddaya think?</p></blockquote><p></p>
[QUOTE="HalfElfSorcerer, post: 135018, member: 2405"] How 'bout this: The few wizards that remain resent the retreat of the fey. "Book magic" is dying without the council of the fey, but "blood magic" is flourishing among humanoids, with scads of stray power being left behind on the Material plane. A small enclave of wizards is bent on breaking the gates to Arvandor, which require a bunch of simultaneous [I]wishes[/I] to open. A powerful sorceror discovers this plot, and realizes that this would be, in the long run, bad, leading to a techno-mago war. He seeks out a band of promising young adventurers (the PCs) to, in the long run, avert the opening of the gates. The sorceror becomes the mentor of the PCs. Since the opening of the gates will take years of preparation, the PCs have time. This should be the overshadowing goal for the majority of the campaign, and culminate with a showdown with five powerful wizards. These would be all that were left after the PCs eliminated the lesser ones. Unfortunately, a tiny crack opened in the multiverse after the last, desperate attempt by the last remaining wizard to open the gate. The sorceror/mentor senses this immidiately, and [I]teleports[/I] in to help seal it, but arrives too late to prevent two undesireable beings to escape-a devil and a demon, both of considerable power. They assume normal lives in town, [I]polymorphed[/I] into a less obvious form, but are bent on killing one another. This would involve a lot of destruction in the nearby area. Thus, part 2 of the campaign! Whew! I think I'm in love with what I just wrote! Whaddaya think? [/QUOTE]
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