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View Full Version : Zendikar as a campaign setting? <3.0/5>



Darklord Xavez
2011-02-01, 06:38 PM
I just recently had an idea to use the setting Zendikar (from the Magic: The Gathering card game) as the location for a campaign. It seems complatible from the start, and was thinking of the plot going as follows:


The players start out in a pretty basic setting, maybe as relic hunters or explorers.
They eventually (8th-12th level) begin to encounter strange monsters (Eldrazi drones and spawn) and are asked by some important group to find out why the monsters have suddenly appeared without warning.
They will determine what is happening and that the Eldrazi are going to return, as well as that there is a distant, ancient temple that if they reach in time will allow them to prevent the Eldrazi's return.
They will fail to reach it in time, and will spend the rest of the campaign trying to survive and ultimately defeat the Eldrazi.


The playable races would be as follows:


Humans: same as regular 3.5
Elves: same, except a "know direction" affect (as the spell), except as an extraordinary ability. -2 charisma instead of constitution.
Goblins: more like half-crazy, bald, pointy-eared halflings (tending towards chaos). Would be a cross between halflings and goblins.
Merfolk: these merfolk have legs and lungs as well as gills. Unsure about ability scores.
Kor: super-pale nomads and masters of magical enhancements. same ability score changes as regular 3.5 elves, but +2 charisma as well.


Also, I was thinking of changing the magic system some, explained here (http://www.giantitp.com/forums/showthread.php?t=185778).

What do you think? Good/Bad/Suggestions?
-X

LansXero
2011-02-01, 06:44 PM
Eldrazi, in-cannon, can not actually be beaten, so there is that. I think its a very nice idea though, the webcomics do make it seem a lot like a very adventure-ish setting.

Darklord Xavez
2011-02-01, 06:51 PM
Eldrazi, in-cannon, can not actually be beaten, so there is that. I think its a very nice idea though, the webcomics do make it seem a lot like a very adventure-ish setting.

Momentous Fall. Flavor text:

"It wasn't long until the elves had developed a sue for every part of the Eldrazi.

Also, the PCs are supposed to gain lots of allies to fight off the Eldrazi. It will be easy.
-X

starwoof
2011-02-01, 07:41 PM
I think this is an awesome idea. My buddy has an Eldrazi deck that keeps kicking my butt, they need to get whats coming to them, DnD style. I like your changes to the magic system as well.

I assume you'll be homebrewing different sorts of Eldrazi?

Fenryr
2011-02-01, 07:48 PM
For Merfolks, Aquatic Elves?

Shouldn't Kor get a +1 LA or a -2 on something? You may even make them Outsiders (similar to Aasimar).

Beelzebub1111
2011-02-01, 08:15 PM
Merfolk are Aquatic Elves.

I would say that the Kor are more human then elven without any great or poor traits, making good heroes (http://magiccards.info/ne/en/11.html), explorers (http://magiccards.info/zen/en/7.html), thieves (http://magiccards.info/ex/en/54.html), spies (http://magiccards.info/fut/en/37.html), soldiers (http://magiccards.info/zen/en/1.html), and wizards (http://magiccards.info/roe/en/16.html). I would give them no ability adjustments, a short range blindsense or blindsight (Catfish beards), maybe martial proficiency with harpoons (for skyfishing) or a bonus on survival, climb, jump, and swim checks. They're more masters of equipment than enchantments, so I'd scrap the charisma for something else. Quick Draw as a bonus feat?

Eldrazi spawn are Abberations. The Eldrazi themselves are at least on the same tier as Pit Fiends, Balors, Tarrasques, and Titans. The Big Three are gods.

Zendikar is a great setting for high adventure.

Tokuhara
2011-02-01, 08:16 PM
I think this is an awesome idea. My buddy has an Eldrazi deck that keeps kicking my butt, they need to get whats coming to them, DnD style. I like your changes to the magic system as well.

I assume you'll be homebrewing different sorts of Eldrazi?

Oh sure... Let's rip on the Eldrazi. They aren't unstoppable... What is is a vampire deck with Hexmage and that land that becomes a 20/20 Unblockable creature...

But in all serious, I suggest for the Eldrazi (not the spawn), look at the examples of high-CR demons/devils and elder evils

Denomar
2011-02-02, 12:12 AM
Its not All the eldrazi that are unstoppable monolithic entities of destruction.

Just the tree Big One's are unbeatable supposedly.

Ragingsystem
2011-02-02, 12:37 AM
In my opinion Zendikar is Eberon with some new giant monsters.

(I know it's slightly off topic but anything equiped with a basalisk collar and a grappling hook can dominate any Eldrazi I know because I've done it with My Kor "Heavy Millitia" deck)

peacenlove
2011-02-02, 12:39 AM
This (http://community.wizards.com/lordarchaon/blog/2010/09/13/zendikar_campaign_setting_for_dd) guy has made some work for Zendikar D&D for 4th edition.

Darklord Xavez
2011-02-02, 01:41 PM
Merfolk are Aquatic Elves.

I would say that the Kor are more human then elven without any great or poor traits, making good heroes (http://magiccards.info/ne/en/11.html), explorers (http://magiccards.info/zen/en/7.html), thieves (http://magiccards.info/ex/en/54.html), spies (http://magiccards.info/fut/en/37.html), soldiers (http://magiccards.info/zen/en/1.html), and wizards (http://magiccards.info/roe/en/16.html). I would give them no ability adjustments, a short range blindsense or blindsight (Catfish beards), maybe martial proficiency with harpoons (for skyfishing) or a bonus on survival, climb, jump, and swim checks. They're more masters of equipment than enchantments, so I'd scrap the charisma for something else. Quick Draw as a bonus feat?

Eldrazi spawn are Abberations. The Eldrazi themselves are at least on the same tier as Pit Fiends, Balors, Tarrasques, and Titans. The Big Three are gods.

Zendikar is a great setting for high adventure.

Ummm... what's totem armor then?
-X

Darklord Xavez
2011-02-02, 01:42 PM
This (http://community.wizards.com/lordarchaon/blog/2010/09/13/zendikar_campaign_setting_for_dd) guy has made some work for Zendikar D&D for 4th edition.

I might use some of his stuff. You know, adapt it.
-X

Beelzebub1111
2011-02-02, 01:59 PM
Ummm... what's totem armor then?
-X
Not exclusive or specialized to the Kor tribes? The Umbra Mystic (http://magiccards.info/roe/en/52.html) is a human for crying out loud. In fact, none of the Umbras show a Kor using them.

Unless you're asking me what totem armor is in the sense that you don't know how it would be expressed in 3rd edition... In that case, I guess it would be a metamagic feat for buff spells (Bulls' Strength, Bear's endurance, Spiderclimb, Fly, etc.) that would give the spell the added quality of DR 10/- and once they ignore an amount of damage equal to 10x the (adjusted) spell level the enchantment goes away. I think that's worthy of a +1 (added feature of a 4th level spell, but likely to reduce the duration). Or if you want to give it a +2(3?) adjustment, make it ignore all damage until it blocks 10 x the spell level.

Ravens_cry
2011-02-02, 02:04 PM
I think this is an awesome idea. I mentioned in the game card in fourth edition thread that I liked the idea of a Magic the Gathering D&D setting better then a CCG in D&D. There is a lot of neat fluff attached to Magic: The Gathering and a it feels like its going to waste on a card game where most players don't seem to pay that much attention to the fluff.

Vulaas
2011-02-02, 03:58 PM
Oh sure... Let's rip on the Eldrazi. They aren't unstoppable... What is is a vampire deck with Hexmage and that land that becomes a 20/20 Unblockable creature...

But in all serious, I suggest for the Eldrazi (not the spawn), look at the examples of high-CR demons/devils and elder evils

It doesn't become a 20/20 unblockable...Just flying/indestructable.

And it's Vampire Hexmage + Dark Depths, with Sootstoke Kindler thrown in for hasty extra flavor.

Darklord Xavez
2011-02-05, 12:58 PM
I think this is an awesome idea. I mentioned in the game card in fourth edition thread that I liked the idea of a Magic the Gathering D&D setting better then a CCG in D&D. There is a lot of neat fluff attached to Magic: The Gathering and a it feels like its going to waste on a card game where most players don't seem to pay that much attention to the fluff.

Thank you. Zendikar stuck out to me because the plane is essentially a D&D setting in itself. I'm definitely going to use some of the flavor text from certain cards in the campaign.


It doesn't become a 20/20 unblockable...Just flying/indestructable.

And it's Vampire Hexmage + Dark Depths, with Sootstoke Kindler thrown in for hasty extra flavor.

On topic, please.
-X

TIPOT
2011-02-05, 02:00 PM
:smallsmile:I recently had this idea with my own gaming group ... unfortunately they weren't interested :smallfrown:

but anyway here's what i thought:-


The playable races would be as follows:

Humans: same as regular 3.5
Elves: same, except a "know direction" affect (as the spell), except as an extraordinary ability. -2 charisma instead of constitution.
Goblins: more like half-crazy, bald, pointy-eared halflings (tending towards chaos). Would be a cross between halflings and goblins.
Merfolk: these merfolk have legs and lungs as well as gills. Unsure about ability scores.
Kor: super-pale nomads and masters of magical enhancements. same ability score changes as regular 3.5 elves, but +2 charisma as well.

On humans I agree,

elves might warrant splitting into three races for the three primary tribes (Joraga and Mul daya and Tajuri) with Joraga getting +2 str, +2 dex, -2 con, -2 cha and a bonus to climb, mul daya elves geting +2 wis instead of str, and Tajuri getting standard elf bonuses (other things like racial traits could do with changes)

goblins could be refluffed kobolds?

merfolk +2 int, -2 wis or cha or con (I wasn't sure on this either) a swim speed and some other racial bonuses

Kor +2 dex, -2 int - weapon familiarity (spiked chain) (which is actually a hook) +2 on use rope or +4 on grappling hooks

and also I thought that vampires (well some sort of lesser version) would be good

Vulaas
2011-02-05, 02:06 PM
On topic, please.
-X

I was offering a correction and answering a question to something within the thread. Nothing is going to be entirely on topic, please learn to deal with the little helpful bits that aren't.

Oh, and so you don't have to post that same bit again, I always thought the Elf-Eater out of Champions of Ruin would make for a pretty good Eramykul, with a little bit of changing the feats around.

Hawk7915
2011-02-05, 02:14 PM
For the races...

Goblin: I'd take Kobold racial traits, eliminate light sensitivity, and graft on the Halfling's ability adjustments (+2 Dex, -2 Str). Darkvision, small size, and a racial bonus on craft (trap) and search would make them natural scouts.

Kor: As others have noted they seem more human than anything. I'd actually see Dwarf ability modifiers as being more appropriate, if they get any. And then as noted, rather than getting the human feat and skills they get pre-set bonuses on Survival and some other skills alongside maybe free Endurance and/or some weapon proficiencies (always proficient with net and longsword; spiked chain is martial?).

Merfolk: You could try Aquatic Elf but with +2 Int, -2 Dex instead? The "need water every day" might be a pain so you could handwave it. You could make the swim speed scale with level like a Raptoran's wings if you feel it's too strong. The setting isn't heavily aquatic though so I wouldn't sweat it too hard.

Elf: There are two elves so I'd go with your idea for the Mul Daya and then either normal elf modifiers or Wild Elf modifiers (+2 Dex, -2 Int) or Wood Elf (+2 Dex, +2 Str, -2 Int, - 2 Con) for the other elves.

Vampire: Zendikar vampires are not traditional vampires. I'd consider something closer to a Necropolitan but with some sort of feral hunting/bloodlust traits. They'd need LA but I think they should be a potential playable race.

Ogres/Minotaurs: They are pretty common in the setting so if you wanted another playable race I'd consider taking a Goliath and calling them one of these. There's a lack of STR-boosting races in general.

EDIT: Swordsaged hard on some of those ideas :smalltongue:. Also, for what it's worth I always saw the big Eldrazi (well they're all big) as some manner of pseudonatural creature (http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm). That'd make them near impossible to take until very high levels though.

Darklord Xavez
2011-02-05, 02:25 PM
For the races...

Goblin: I'd take Kobold racial traits, eliminate light sensitivity, and graft on the Halfling's ability adjustments (+2 Dex, -2 Str). Darkvision, small size, and a racial bonus on craft (trap) and search would make them natural scouts.

Kor: As others have noted they seem more human than anything. I'd actually see Dwarf ability modifiers as being more appropriate, if they get any. And then as noted, rather than getting the human feat and skills they get pre-set bonuses on Survival and some other skills alongside maybe free Endurance and/or some weapon proficiencies (always proficient with net and longsword; spiked chain is martial?).

Merfolk: You could try Aquatic Elf but with +2 Int, -2 Dex instead? The "need water every day" might be a pain so you could handwave it. You could make the swim speed scale with level like a Raptoran's wings if you feel it's too strong. The setting isn't heavily aquatic though so I wouldn't sweat it too hard.

Elf: There are two elves so I'd go with your idea for the Mul Daya and then either normal elf modifiers or Wild Elf modifiers (+2 Dex, -2 Int) or Wood Elf (+2 Dex, +2 Str, -2 Int, - 2 Con) for the other elves.

Vampire: Zendikar vampires are not traditional vampires. I'd consider something closer to a Necropolitan but with some sort of feral hunting/bloodlust traits. They'd need LA but I think they should be a potential playable race.

Ogres/Minotaurs: They are pretty common in the setting so if you wanted another playable race I'd consider taking a Goliath and calling them one of these. There's a lack of STR-boosting races in general.

EDIT: Swordsaged hard on some of those ideas :smalltongue:. Also, for what it's worth I always saw the big Eldrazi (well they're all big) as some manner of pseudonatural creature (http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm). That'd make them near impossible to take until very high levels though.

Excellent ideas! Thank you!
-X

LansXero
2011-02-05, 03:22 PM
http://www.wizards.com/Magic/Multiverse/Article.aspx?x=mtgcom/feature2/56a#

http://www.wizards.com/Magic/Multiverse/Article.aspx?x=mtgcom/feature2/81a#

http://www.wizards.com/Magic/Multiverse/Article.aspx?x=mtgcom/feature2/85a#

May help those who hadnt read them yet with some ideas :D

TIPOT
2011-02-05, 04:13 PM
This is also very good http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/stf/55

it outlines all the main races and places :smallsmile: