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| loganic102-12-08, 10:07 AM | Ok, I admit I made up the name because I haven't figured out the name for the subtype I'm introducing that's a cross between venom's symbiotic suit/life form and ooze. I have a lot of my notes in a notebook, that I can't get to right now, but I can put down the unique characteristics in concept campaign. There's quite a bit of custom material. Custom Features Money is 100:1, not 10:1 Each area is significantly stronger than the previous area for one reason or another. Prices between areas are 5:1 for direct comparison, but since items/equipment are often so much better from one area to another, that it will be a significant price gap. 100 copper:100 silver: 100 gold: 5000 plat: 5000 gems: 10000 minor essences Large amounts of spells won't be available to players until they reach certain areas. This is to represent the lack of knowledge in certain areas. Spell compedium won't be completely open unti the Planar Hub for example. Equivalently, certain equipment won't be available for the same reasons. People there don't know how to make it. What may be the best work in one area is what apprentices typically mass manufacture in other areas. I've devised a largely new enchanting system. Many are quite cool, and synergies with each other, while others do the opposite. Want your sword to be a chainsaw? You can. Want it to do 10 ft aoe fire damage on crits? you can. Want to build a sword with to have teeth like a chainsaw, which start spinning on cleave and catch fire on a crit fire burst? Well you bloody can. Basic story for a campaign meant to span 1 -30/35. Short version: Characters move from lame country to other regions, meanwhile interrupting a summoning/portal which releases these guys from a sealed dimension/plane. They go around, gathering info, stop a war using a time travel temple, reach a planar hub, fight in a massive arena, and try to reconcile allies/gods/demigods from different planes, from angels to devils, demons etc to fight off the anti-creation. Medium length version Characters start in a really lame country with lame people/lame quests, mostly farmers. Plot hook is that they've been nominated for the call form a group that works more efficiently than the few thinly spread militia. Some quests later, they are asked to check out the major temple as suspicious chars have been seen there. It gets stolen and they find it out, the thieves were soldier from nearby country. They go there, nearly executed, forced to work for the dictator, who reveals, after some more jobs that his men have been disappearing. Some Mage (lich maybe) has been forcibly recruiting soldiers to help him open some forbidden portal only barely mentioned in some book. Characters go, stop him, screw up his summoning, release the portal partly. They have to go to magic heavy country next door to try to research it, as the first two countries were magic poor/sealed away from the world. They go to wizard country, do some quests, look for info, and find themselves not too long after entering under invasion. Defending country is losing badly and quickly. Party is anonymously tipped that they're after some time travel temple. Party has to find a power source and utilize it to go back into time to assassinate general/prove the general was conspiring against the king, by using the TTT to put himself in power. To do this have have to go to the country accross the sea where the general/emperor are from. At some point they get access to/sent to planar hub (I forgot how I sent them there), finding themselves very underfunded, underpowered, and uninformed, so they go about remedying all three. They find out more about the forbidden dimension that is a threat to all creation. They have to be able to fight/talk whatever their way to the leaders of as many planes as possible to fight the new threat. Last major battle. After that, maybe have the character's sabatoge Asmodeus's attempt to use the alliance with demons to start a war with the weakened gods of lawful good. |