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41. World of Magic
Sometimes, adventurers aren't enough. You need heroes. But you have to prove that heroes are worthy of carrying that mantle. Top magical scholars have discovered a plane, shining like a beacon across the barriers between realms. Probes into this new plane have determined that it is very young, and filled with raw, primal energy from its creation.

A ritual has been concocted, allowing a small group of magic users to travel to this plane through a portal. Once through, the portal shuts behind them, and will not open again until they find a way to open it from the far side. When the group arrives on this plane, they'll discover that the plane itself has some adventures in store for them. Magic attempting to communicate or travel to other planes does not not function. In addition, the entire plane is a Wild Magic Zone. As such, activation of any items, powers, or spells that function as magic will trigger some form of extra effect. The group will have to work together to solve puzzles, fight monsters, and delve dungeons to acquire the pieces to a ritual that will let them travel home. Their final test? Fight a Lich who has been trapped on this plane, waiting for just such an opportunity to escape. If they escape, they'll be marked by the plain, gaining power beyond their wildest dreams. If they fail... no one will ever know what happened to them.

[Meta wise, I have a few recommendations. I've run this as a one-shot a few times, but it could technically be a full length campaign. I basically just put together a series of encounters and puzzles, and they have to solve them to gain the items required to power the ritual. In addition I use this Wild Magic Table. As far as I can tell its supposed to be for DnD a few versions ago, but it doesn't require too much fixing, and I've overcome most problems on the fly.]