Sir_Elderberry
2009-09-07, 01:10 PM
So, I had an idea for a 4e adventure, the main point of which would be craziness.
The fluff would probably invoke the Elemental Chaos or the Feywild or something, but I was thinking that in the beginning, the players would be hired to stop an evil, very eccentric sorcerer from...getting up to magical no-good. Probably involving a ritual or an artifact from the aforementioned fluff-place. They'd find him and start to fight him (and maybe his constructs or something). However, when first bloodied, he spends his next turn pulling his "oh crap" on this magic artifact and wild magic bursts out. The PCs come to "elsewhere", and spend the rest of the session trying to work their way out of this nonsense.
The plot is vague at best, but what I thought might be interesting would be some random effects that the wild magic would temporarily put on the PCs, which I would ideally put onto index cards, shuffle, and pass out. Here are some ideas I had:
-You are affected by the Wizard 6 power "Levitate"
-You lose the ability to speak Common. (Or all languages? Think Haley.)
-At the beginning of your turn, roll a d6. If you roll an even number, you are invisible until the beginning of your next turn. If you roll an odd number, you mark the nearest enemy, and overwrite all other marks.
-Your "each creature" powers target "each enemy", your "each enemy" powers target "each creature".
Etc, etc. The only problem is that some of these are absolutely devastating to some classes and a boon to others. My wizard would love the last one; the cleric would probably hate it. Levitate works for ranged attackers, but melee'ers would be four squares above where they want to be. Does anyone have some better ideas? While these ones affect combat, they dont' need to. I just think this'll be memorable and amusing, but I'm worried it'll come off as irritating.
The fluff would probably invoke the Elemental Chaos or the Feywild or something, but I was thinking that in the beginning, the players would be hired to stop an evil, very eccentric sorcerer from...getting up to magical no-good. Probably involving a ritual or an artifact from the aforementioned fluff-place. They'd find him and start to fight him (and maybe his constructs or something). However, when first bloodied, he spends his next turn pulling his "oh crap" on this magic artifact and wild magic bursts out. The PCs come to "elsewhere", and spend the rest of the session trying to work their way out of this nonsense.
The plot is vague at best, but what I thought might be interesting would be some random effects that the wild magic would temporarily put on the PCs, which I would ideally put onto index cards, shuffle, and pass out. Here are some ideas I had:
-You are affected by the Wizard 6 power "Levitate"
-You lose the ability to speak Common. (Or all languages? Think Haley.)
-At the beginning of your turn, roll a d6. If you roll an even number, you are invisible until the beginning of your next turn. If you roll an odd number, you mark the nearest enemy, and overwrite all other marks.
-Your "each creature" powers target "each enemy", your "each enemy" powers target "each creature".
Etc, etc. The only problem is that some of these are absolutely devastating to some classes and a boon to others. My wizard would love the last one; the cleric would probably hate it. Levitate works for ranged attackers, but melee'ers would be four squares above where they want to be. Does anyone have some better ideas? While these ones affect combat, they dont' need to. I just think this'll be memorable and amusing, but I'm worried it'll come off as irritating.