My players are joining an infernal legion


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And tonight they decided they wanted to learn 'mud sorcery,' the variety of magic practiced by one of their two nemeses in the first part of the campaign. Generally, mud sorcery is the term used to describe how certain evil mages subverted a magically-backed Hadrian's Law-esque code of order in a prominent city, causing its near downfall.

The mud sorcerers figured out how to tap into the power of the law magic, and and wield near limitless power as long as their actions were not explicitly forbidden. No murder? Well, you can dominate someone into suicide just fine, and the magical wards that normally alert the authorities won't go off. The authorities eventually found out, and added new, more explicit rules, which the mud sorcerers simply found new loopholes out of. Spin this forward a few decades, and the whole Byzantine bureaucracy was on the verge of collapse.

But now the PCs want to use the magic to let them avoid being compelled by whatever magic the infernal legion uses to maintain the loyalty of its members. This couldn't possibly be a bad idea, could it?
 

It appears Inception is having a major influence on my game. The PCs are making use of multiple different types of magic to speed up this campaign dramatically.

In the past they'd met a halfling bard who had the power to teleport any place he had ever visited before. This, along with illusions, let him pose as a god. The PCs discredited him, and he fled.

They also once, very early on, found a cave where some elder entity slept, and they stumbled into its dream and interacted with other sleeping people elsewhere in the world.

With the 'mud sorcery' they learned last week, they've figured out how to shuffle memories around a bit, either to hide from mind reading, or to swap knowledge between people.

And they want to infiltrate the Golden Legion in a hurry. The Legion's headquarters are two months away by hiking. However, the 'dream grotto' was only a 3 day hike. So the PCs had a little dream adventure.

Basically they snuck through the elder entity's nightmares in order to reach the sleeping halfling. They bargained with him, and got him to agree to ferry them with his teleportation magic in exchange for them helping him get power. Then they used mud sorcery to give the halfling the knowledge of where the dream grotto was.

Once the halfling woke up, he teleported to the dream grotto to meet them.

Meanwhile, the party stayed in the dream and tried to track down an 'angel of beasts,' whom they had heard of but never met. The angel had once lived in the land the Golden Legion has conquered, but she fled. The PCs find her in her dreams, offer to help her defeat the Legion if she'll come with them, and then mud-sorcery-memory-swap to get the location of where she is.

When they wake up, they then swap that memory into the halfling, and teleport to the angel of beasts. Then after resting (they can only do this magic a few times a day), they memory swap so the halfling knows the way to the Golden Legion's base. And then bam, in a day and a half they cut out nearly two months of travel.

Yes, it's wildly overpowered. But the setting's in a fairly primitive era, so I'm waiting for the party to figure out some amazing abuse of magic that ends up nearly destroying the world. Don't most fantasy settings have some manner or other of ancient cataclysm?
 

Yes, it's wildly overpowered. But the setting's in a fairly primitive era, so I'm waiting for the party to figure out some amazing abuse of magic that ends up nearly destroying the world. Don't most fantasy settings have some manner or other of ancient cataclysm?
There is nothing wrong with "overpowered" if that is where the fun is--especially if the players can affect the world to such an extent that they (nearly) destroy it.
win.gif
 

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