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[Midnight]: Help for novice DM
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<blockquote data-quote="Emiricol" data-source="post: 1933610" data-attributes="member: 469"><p>Well first of all, since all divine magic comes from Izrador directly, a renegade Legate would very quickly end up without access to his magic. Unless the DM decides otherwise, of course, but that's how it works as presented. There's been a few conversations on the topic at AgainstTheShadow, however.</p><p> </p><p> As to detailed... If the ones in the ATS site aren't detailed enough, it sounds like you want a modcule specifically to start 1st level PCs off. I might suggest you check out the Steel Hill writeup at ATS, combine with the "players start out as slaves" motif, and throw in a gnome merchant who is secretly in cahoots with the resistance. Maybe he needs a diversion to get an important resistance member out before his identity is discovered, and in return, they'll take the PCs along with them.</p><p> </p><p> Or, have everyone start as commoners (see Tome of Sorrows) in a village which gets sacked; the PCs know about a group of bandits nearby, and as the sole survivors, must find those bandits and convince them they aren't agents of shadow. Or have the bandits find them, and they have to convince them they aren't agents. From there, the bandits can provide a nice kick in the rump as to how the campaign progresses from there.</p><p> </p><p> Not sure what you had in mind...</p></blockquote><p></p>
[QUOTE="Emiricol, post: 1933610, member: 469"] Well first of all, since all divine magic comes from Izrador directly, a renegade Legate would very quickly end up without access to his magic. Unless the DM decides otherwise, of course, but that's how it works as presented. There's been a few conversations on the topic at AgainstTheShadow, however. As to detailed... If the ones in the ATS site aren't detailed enough, it sounds like you want a modcule specifically to start 1st level PCs off. I might suggest you check out the Steel Hill writeup at ATS, combine with the "players start out as slaves" motif, and throw in a gnome merchant who is secretly in cahoots with the resistance. Maybe he needs a diversion to get an important resistance member out before his identity is discovered, and in return, they'll take the PCs along with them. Or, have everyone start as commoners (see Tome of Sorrows) in a village which gets sacked; the PCs know about a group of bandits nearby, and as the sole survivors, must find those bandits and convince them they aren't agents of shadow. Or have the bandits find them, and they have to convince them they aren't agents. From there, the bandits can provide a nice kick in the rump as to how the campaign progresses from there. Not sure what you had in mind... [/QUOTE]
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