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<blockquote data-quote="Zhure" data-source="post: 716538" data-attributes="member: 308"><p>I try to plan a few campaigns in advance, because I tend to run short games, six months to a year. </p><p></p><p>My next campaign is the "d4" campaign. It's set in an apocolyptic world, where all who practice clerical magic were slain by the gods when they died and most adventuring takes place in the "badlands" where a huge magical catastrophe wrought massive destruction.</p><p></p><p>In very simple terms, the Badlands have some element to them that corrupts the minds and bodies of those who go there unless they are arcane casters. For simplicity's sake, I've set it up so that any d4 class can adventure safely and anyone else will be corrupted and on their way to NPC status.</p><p></p><p>Before the cataclysm, there were only humans. The "corruption" from a thousand years ago created the dwarves, orcs, and elves and such from humans. The PC races are the ones that both 1- bred true and 2- retained much of their human psyche.</p><p></p><p>Inside the human domains, powerful wizards erected wards to protect the humans and now d4 classes adventure forth to search the ancient ruins of the Badlands. Yada yada yada.</p><p></p><p>What I need is a good map. I've been working on one and cannot come up with one I want.</p><p></p><p>Basically I want the main human lands to be an island off the main coast, and then the dwarf and elf lands to be on the mainland, then everything outside of that is the badlands. I've considered using England as the human lands and the rest of Europe as the Badlands, but it doesn't look right. Anyone have a decent map to donate to me?</p><p></p><p>Part two:</p><p>My next campaign is set on an Edgar Rice Burroughs-like planetary adventure. The players start off on earth, and then get sent to this planet, like Barsoom, or Kregen, or any myriad others. The problem here isn't mapping, but campaign construction. I want to make magic very weak so I've implemented these rules:</p><p></p><p>1- "Pure" spellcasters have to come from the d20 Modern setting.</p><p>2- No craft feats except for Spell trigger and spell completion.</p><p>3- no magic items exist in the campaign world.</p><p>4- No Magic Vestment, Magic Fang or Magic Weapon or their derivatives exist. (It's ok, DR/+x critters are EXTREMELY rare.)</p><p></p><p>My part two question: does this seem reasonable?</p><p></p><p>/ramble</p><p>Greg</p><p>PS: can you tell my cold is fading?</p></blockquote><p></p>
[QUOTE="Zhure, post: 716538, member: 308"] I try to plan a few campaigns in advance, because I tend to run short games, six months to a year. My next campaign is the "d4" campaign. It's set in an apocolyptic world, where all who practice clerical magic were slain by the gods when they died and most adventuring takes place in the "badlands" where a huge magical catastrophe wrought massive destruction. In very simple terms, the Badlands have some element to them that corrupts the minds and bodies of those who go there unless they are arcane casters. For simplicity's sake, I've set it up so that any d4 class can adventure safely and anyone else will be corrupted and on their way to NPC status. Before the cataclysm, there were only humans. The "corruption" from a thousand years ago created the dwarves, orcs, and elves and such from humans. The PC races are the ones that both 1- bred true and 2- retained much of their human psyche. Inside the human domains, powerful wizards erected wards to protect the humans and now d4 classes adventure forth to search the ancient ruins of the Badlands. Yada yada yada. What I need is a good map. I've been working on one and cannot come up with one I want. Basically I want the main human lands to be an island off the main coast, and then the dwarf and elf lands to be on the mainland, then everything outside of that is the badlands. I've considered using England as the human lands and the rest of Europe as the Badlands, but it doesn't look right. Anyone have a decent map to donate to me? Part two: My next campaign is set on an Edgar Rice Burroughs-like planetary adventure. The players start off on earth, and then get sent to this planet, like Barsoom, or Kregen, or any myriad others. The problem here isn't mapping, but campaign construction. I want to make magic very weak so I've implemented these rules: 1- "Pure" spellcasters have to come from the d20 Modern setting. 2- No craft feats except for Spell trigger and spell completion. 3- no magic items exist in the campaign world. 4- No Magic Vestment, Magic Fang or Magic Weapon or their derivatives exist. (It's ok, DR/+x critters are EXTREMELY rare.) My part two question: does this seem reasonable? /ramble Greg PS: can you tell my cold is fading? [/QUOTE]
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