Junior wizards lured to cult and tainted, D&D 3.5 game
My idea for a game is to start with a group of low-level wizards who are drawn to a secret cult by cultists.
They don't know what the cultists want to do with them.
The cultists promise them strange new powers, but only if they willingly sign a binding contract.
Part of it entails that they have to eat strange food, which will taint their being and their magic ....
In the end they will have a new class, which I've made myself, based on the wizard -class.
I'm looking for advice on the following issues:
- on which occasion can they be lured to the cult by the cultists? What would be most logical?
- what do I do (as DM) if they refuse to eat the food?
- how can I get the players to cooperate while at the same time the cultists keep their own plans secret?
- the evolution into the new class can only succeed if they continue using their spells. What kind of adventures can I create for the low-level wizard group, so that their powers are challenged?