| Post/Author/DateTime | Post |
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| Journeyman Samwise04-02-07, 01:19 AM | We've all felt this. The *perfect* idea for a kick-ass campaign, and yet nobody seems interested. :( So, post them here in hopes that someone, somewhere will look it over, go OH SNAP, and run off into the wilderness, in search of fools gullible enough to follow him. 1) Mindflayer Zim: You're a team of Illithids sent down to modern-day Earth, after the powerful antimagic shields of the Prime Material Plane fall. You land at a local elementary school, and begin your conquest of the world! I was also going to have an adventure where they get zapped back in time and have to make a Hollow One out of Jesus. Psionic Jesus wants brains! Braaaaiiiins! 2) Bardforce: You play an elite team of six hard-core bards dedicated to bringing your most excellent message of dragons, awesomeosity, and 400BPM epics about the Valley of the Damned to a society shackled by the mundane, the day-to-day, and the oppressive Status Quo. Lead an army of moshers in a final confrontation against oppressive pan-national corporations choking the creativity out of today's music! 3) To the Far Shores: You're a Viking, on that fateful voyage where you bring the first contact of outside life to the native people of the Americas. And by "first contact" I mean "disease, destruction, and brutal warfare." You're a Viking. Come on. I also wanted to run the same thing, but in England, during the Dark Ages. Or the Crusades. 4) Vengeful Fist of Cuthbert: For some reason, St. Cuthbert goes mad with power, and orders the absolute destruction of anything that flaunts the righteousness of Law. Do the players toe the party line? Go up against an oppressively huge Church buearocracy, and hope to change Cuthbert's dictation? Or do they become violent agents of opposition, fighting the Church at every opportunity, slaughterig its agents, and then leading an assault on St. Cuthbert himself? Ok, now you go. |
| Stormonu04-02-07, 01:37 AM | 5) Lost: Your group takes an Eberron Airship excursion to Xen'drik. On the way there, a bizzarre occurance rips your ship out of the sky and causes it to crash on in an unihabited valley somewhere in Xen'drik, among the abandoned ruins of ancient giant cities. There's no way back, and the valley walls resist climbing and magical efforts to escape. And then the weirdness begins... 6) 300: You and your cohorts are the last line of defense against a foul tyrants mixed armies of slaves, warbeasts and the undead. Can you hold the narrow gap that is all that stands between you and his conquest of the world beyond? 7) The Warriors: Your characters are members of a militant household in a land of mercenaries. A powerful warlord has gathered the mercenary households together in "neutral ground" to unite them and create a powerful kingdom for its people. But someone assassinates him and implicates your household as the instigators of the deed. And its over a thousand miles back home through hostile territory. 8) Eaters of Light: Something has caused the sun to go dark, and its not the illithids, though they are taking advantage of it. The land grows cold, famines begin as the fell creatures of the dark world below have risen to the surface to terrorize. Can you not only survive, but learn what has stolen the light and the warmth of the sun and return it to its former glory? |
| Rocketboy1304-02-07, 01:38 AM | Ravnica, City of Guilds. I would like to see this Magic Setting be a D&D setting, but there is just too much for the players, they get exhausted midway through the introductions. |
| jokey66504-02-07, 01:43 AM | Ravnica, City of Guilds. I would like to see this Magic Setting be a D&D setting, but there is just too much for the players, they get exhausted midway through the introductions. Seeing as Ravnica wins, I approve of this message. |
| Journeyman Samwise04-02-07, 01:45 AM | 5) Lost: Your group takes an Eberron Airship excursion to Xen'drik. On the way there, a bizzarre occurance rips your ship out of the sky and causes it to crash on in an unihabited valley somewhere in Xen'drik, among the abandoned ruins of ancient giant cities. There's no way back, and the valley walls resist climbing and magical efforts to escape. And then the weirdness begins... Yeah, but then the players would get aggrivated after the fourth or fifth seas... Session, when none of the twists made any sense and ARGH WHY DOES THIS SHOW CONFUSE ME SO. 6) 300: You and your cohorts are the last line of defense against a foul tyrants mixed armies of slaves, warbeasts and the undead. Can you hold the narrow gap that is all that stands between you and his conquest of the world beyond? . . . Would you mind if I ran this at ConnectiCon? |
| Stormonu04-02-07, 02:26 AM | . . . Would you mind if I ran this at ConnectiCon? This is so original, I would be entirely infuriated and come at you with lawyers if you did. :P Dude, do you even have to ask? :) Have fun I enjoyed 300 immensely, but it had me laughing in that it seemed like a D&D campaign where the DM was getting ticked off. Players: "Okay, the oracle has said don't go, noone in town wants to help. Screw it. We grab our cohorts and go to the Haute pass ourselves." DM: [The DM has planned another adventure where the characters go through a dungeon delve to get the duex ex machina that defeats Xerxes] Alright, well you guys head for the pass, and along the way you encounter a village. It's been burned to the ground for opposing the emperor of the persians. Players: "Damn, that's vicious. We press on. We're gonna kill these guys." DM: Well...okay. You guys eventually get to the Haut pass. There's a huge fleet at sea -" Players: "Oh, man - no sea battles." DM: "Fine. The boats sink in a storm. But most of the army is already on the shore. There's already scouts checking the area out, and they're poking around the Haut pass." [Battle ensues. The players wipe the scouts] DM: "Okay, next the scoutmaster shows up. He tells you to drop your weapons." Players: "Like hell. They're have to pull my sword from my dead, bleeding body." [Battle ensues. The players maul the scoutmaster, sending him running back to Xerxes] DM: "Fine. The next day, Xerxes sends in the troops." Players: "Okay. Wait for the charge. On my action, everyone use aid another for a bull rush" DM: "Wha?" Players: "That's going to be +600 to our Bull Rush total. There is a cliff behind them, right?" [Arguement ensues. Finally the DM relents] DM: "Okay, you guys bull rush them off the cliff. But after the warriors fall, the archers fire." Players: "Tower shields everyone!" [All the arrows miss. The players laugh] DM: "Now, that night, Xerxes sends in his ninja squad!" Players: "His mistake. Pete, you brought your cohorts, right? The 7,000 1st level rogues? We'll have them hidden when the attack starts." [Battle ensues. The players mop the ninjas.] DM: "Dammit. Okay the ninjas are dead. Xerxes sends in a mounted warrior...on a rhino. [Battle ensues. Player 1 rolls a 20 - followed by a 20, then another 20] Players: "C'mon man. That's three twenty's in a row. You gotta use the autokill rule!" DM: "Fine! Now here come the elephants." Players: "Aid another!!!!" [Elephants die] DM: "....Okay. Now the fireball-hurling wizards come out..." Players: "Shields everyone. Damn I'm glad I took Disruptive Hit. Lets see them make their concentration checks against this..." [Player attacks. DM rolls a 1 for Concentration checks] Players: "Don' you have a critical fumble table for that?" [DM rolls fumble, wizards blow themselves up] Players: "Awesome!" Player 3: "Look guys, I gotta go. Run my character or something." After Player 3 leaves: DM: "Okay, this horse comes charging out of the gloom. It takes off player's 3 head, and then rides off into the mist." Players: "WTF?!? Where did that come from? How come we didn't get an attack or something?" DM: "Ride-by attack. Okay. So Xerxes is pretty ticked now. He's coming down to talk to you." Players: "Tell him to go to hell. We're not giving up." Player 4 (Pete):" Hey guys, it's getting late. I need to go. [To DM] and don't kill my character." DM: "Okay, Pete and his 7,000 cohorts are leaving the fight and going back home." Players: "Damn. Okay, now what?" DM: "Another NPC has told Xerxes about a goat path that leads around to the rear. They have you surrounded. Xerxes is here and he gives you one last chance to surrender." Players: "That figures. Okay. I'm going to bluff him into thinking we're surrendering." [Rolls dice] "Hoody-hoo! A nat 20. That gives me, like awesome total. Does it work?" DM: "Yeah, but good luck hitting him, and you'll have to cut through the guards to get a clean shot." [Attack roll is made; the players cut a swath through the guards, giving the lead character an open shot. The character rolls, and misses by one] Players: "Dammit! Missed by one. He ought to be sweating that!" DM: "Yeah, that was close. Now the army gets to make its attack. You put down your shield right, and threw your spear away?" Players: "Oh no! How many -" [The rest of the question is drowned out by the roll of d20's and damage dice. DM: "Dudes, your dead." Players: "That's okay, I guess. Pete's character got away, so next time around we can make some twinked characters just to beat Xerxes!" |
| WilwarinAndamar04-02-07, 11:37 AM | Spartacus Isn't Here Anymore: The party are a small group of slaves who have revolted against their masters. Fighters and barbarians are ex-Gladiators, 'wizards' have stolen spellbooks, and divine spellcasters were forced to hide their talents. They're challenged to meet up with other slaves, start more revolts, avoid capture at all cost, wander through territories inhabited by dangerous animals/monsters/creatures, and to assassinate the evil ruler (who actually turns out to be the king's advisor - a powerful sorcerer who specializes in enchantment and necromancy.) :) |
| Stormonu04-02-07, 02:04 PM | 8) After the Rapture: The characters live in a city once ruled by gods. Only a handful of celestials remain in the city, hiding the fact the gods are gone, as are all the most faithful worshippers. Clerics are rare almost to the point of non-existance. Demons and devils, which have always been confined to the depths under the city, have become more prominant as they barter for increasing power. Outside forces enimical to the gods make plans to invade and overthrow the city. Will the party learn the nature of the gods departure and will they shore up the city, tear it down and rebuild it under their rule or will they abandon it to its fate? 9) Halls of Stone: The characters are races of the underdark and the world above has declared a crusade against the "evil" realms below. Can the growing invasive tide from the surface be suplicated or stopped? Maybe its time to settle a few scores before the war peters out... 10) And the Stars Turned Right: The city of Rhysa has surfaced. Seers warn a coming "night of burning stars" when abberations will fill the night skys and Gods beyond Reason will stalk the land, stripping life from the land to supplant it with madness. Yet, the gods have placed clues and items of power that just might stop the burning night, if the players are strong enough to face the madness that is coming... 11) A Fistful of Gold Coins: The characters are all con artists, trying to pull off increasingly elaborate heists. And while the characters work together, each is trying to outmaneuver the others to get the biggest share - and prove he's the top dog at manuevering others to his whims... 12) A Tale of Two Guilds: The characters belong to a single theive's guild, taking jobs to increase their career. Tasks range from thuggery, burglarizing, con games, pickpocketing and even occassional assassination (you don't have to be a rogue; there's plenty of stuff for all classes to be involved in). But there is an opposing guild in a nearby city that insists on increasingly barging in on the character's turf. Can the characters both rise in the ranks and defeat the opposing guild. 13) School of Magic: The characters are all apprentice mages, in a mighty metropolis of spellusers. As the characters learn their mundane lessons, they become embroiled in the growing politics of the city and the various arcane factions that vie for control of the realm. 14) Digging for the Truth: The characters explore ruins and tombs, attempting to uncover the truth of a forgotten past, and make themselves wealthy in the process. Dangers include ancient traps and guardians as well as a powerful evil that was buried and hidden from the eyes of man ages ago... 15) The Great War: Characters are an elite unit of specialists in a great war between a noble nation and a fell empire of evil. The characters participate in the periphary of great battles, performing tasks vital to the success of the army overall. 16) A King Among Us: Each of the character plays a royal ruler of a realm, related by blood ties. While the characters often vie against each other for political power, they find themselves allying against the plots of other realms to cast them under. The characters often play cohorts or underlings of their realms as adventuring groups, supporting or undermining the actions of various nations. 17) Here Be Dragons: The characters are dragons, gathering power and wealth for their own hoards in a land of mighty beasts. Together, they face and raid the lesser races, whose protectors are the giants of one realm, and the demons/devils of another. Perhaps most deadly are the Dragonslayer Crusaders - small groups of elite adventurers whose only goal is the destruction of dragonkind. Bathed in the blood of the dragons they have slain, they can often be more than a match for even a brood of dragons... |
| Kardanok04-02-07, 02:19 PM | Stormonu, you are officialy a genius. /Me goes to beg DM to run a 300 campaign |
| Journeyman Samwise04-02-07, 02:56 PM | awesome things Dude! What player in his right mind would not leap at the chance to play one of these?? |
| Cryforge04-02-07, 09:11 PM | Dude! What player in his right mind would not leap at the chance to play one of these?? I agree. A lot of those are campaigns I've either wanted to run or wanted to play in. You get a cookie. :cookie: |
| Stormonu04-02-07, 10:01 PM | Thank you, thank you. These are all campaigns I've *really* wanted to run. Some of them I've done full-page write-ups for 18) Road House: Your party is group of entertainers and/or bards who travel from town. A little side of snake-oil salesman, philandering and burglary supplements your income, while you try to play off rival groups. Unfortunately, your group is forced to make their living under a king who doesn't like your gypsy-like kind. One day however, your group intends to have a royal performance, and you'll knock 'em dead - literally. 19) Hunters of the Dead: The god of disease has allied with the god of undead. Together, they have brought a hideous plague to the land that will eventually fill the cities and the land with the living dead. Luckily, it has started small and your group is at the forefront of the fight. Unfortunately, your group of undead killers is all that stands between the world and a charnel house. Stemming the plague isn't the solution - eventually the source of the plague must be hunted down and stopped... 20) The Decimated Empire: The horde of evil humanoids has finally overthrown the kingdom; the works of man, dwarf and elf are in ruin as cities are sacked, woods are burned and the ancient people are carted off to slavery. Your group is a motley collection of those who have so far avoided the gladiator arenas, slave pits and the eating-kettles of the foul humanoids. Will you merely fight to survive, or do you have the mettle to turn the tables and put the humanoids back in their place? 21) The Godswar: The gods have decended from the heavens and taken mortal form in the final war to end all wars. The characters are each demigods [mortal characters descended from dieties with a couple of extra supernatural powers] who have allied themselves and their small-but-growing band of followers, pitting them against the legions of other gods. Will the characters seek to back the god they have united under, or will they make a play to seek the power for themselves? 22) Death's Game: You died, and the price is eternal damnation. But "hell" has given you a chance. Reap enough souls to pay for your sorry hide, and hell may just give you up - or at least enough time on earth for one last fling. And maybe, just maybe, you can do things better this time around and avoid a return trip to the taskmasters of "hell". 23) Spiritwalkers: The unsettled dead need champions - someone to bring them justice from beyond the grave. Each of you has a gift to see and hear the cries of the spirits. You can channel their gifts they held in life through your own body (Incarnum?). Now, you must act. Can you give them the justice they failed to receive in life? 24) Doomwalkers: The world is going to end - soon - and everybody knows it. You most of all, for it was your duty to save it - and you blew it. Now your only chance is to grab who and what you can and make your way to a new existance - to a new, uninhabited plane. And hope that the doom you failed to stop won't follow you to your new home. 25) Frost and Fire: For years, the rolling plains have been cold. But now, the glaciers, driven by the heartless Ice Mages, drives south into the peaceful lands. The people of the cold land are being driven south, into the burning jungles at the foot of the Volcano Lands. The march has begun - can you stay ahead of the frozen slave armies of the Ice Mages, brave the burning jungles and find refuge in the mad lands of the Volcano Lords? 26) Dinosauria: A land populated by native tribes who ride hulking dinosaurs into war or as pack beasts. Crumbling Aztec cities where dinosaur-men hold court over man. Apache indians attacking from the back of fleet-footed Tyrannosaurs as they hunt herds of wild Triceratops. Spanish conquestadors seeking gold in this wild land, armed with pistols and cannons. A secret race of god-like Yuan Ti sorcerers who watch from ancient ruins hidden deep in forbidden land, seeking others to sacrifice for their naga gods. |
| Rhyvurg04-02-07, 10:40 PM | Sea of Sand: As a variation on the high seas adventure theme, players live on a world covered in deserts. Town and cities are built on massivs silver mountains that rise out of the sand. The sand itself is highly acidic, and silver is the only thing it doesn't melt. Silver-hulled sandboats are the ony means of transport. |
| Rocketboy1304-02-07, 11:19 PM | Sea of Sand: As a variation on the high seas adventure theme, players live on a world covered in deserts. Town and cities are built on massivs silver mountains that rise out of the sand. The sand itself is highly acidic, and silver is the only thing it doesn't melt. Silver-hulled sandboats are the ony means of transport. I've never done the acidic sand sea campaign, but I have run a desert world campaign. 26) Dinosauria: A land populated by native tribes who ride hulking dinosaurs into war or as pack beasts. Crumbling Aztec cities where dinosaur-men hold court over man. Apache indians attacking from the back of fleet-footed Tyrannosaurs as they hunt herds of wild Triceratops. Spanish conquestadors seeking gold in this wild land, armed with pistols and cannons. A secret race of god-like Yuan Ti sorcerers who watch from ancient ruins hidden deep in forbidden land, seeking others to sacrifice for their naga gods. This one is completely doable, so long as you have a group that doesn't mind a limited number of races. |
| JolanthusTrel04-03-07, 12:13 AM | 7) The Warriors: Your characters are members of a militant household in a land of mercenaries. A powerful warlord has gathered the mercenary households together in "neutral ground" to unite them and create a powerful kingdom for its people. But someone assassinates him and implicates your household as the instigators of the deed. And its over a thousand miles back home through hostile territory. I'd love to try this! I think it's be pretty sweet to play. |
| OravennasBrother04-03-07, 10:51 AM | 27) Sands of Iwo Jima - the party is part og the Marine force in the Pacific Theater of WWII. Snipers, Landmines, Artillery, Heat, Malaria. All kinds of threats. |
| Stormonu04-03-07, 11:03 AM | 27) Sands of Iwo Jima - the party is part og the Marine force in the Pacific Theater of WWII. Snipers, Landmines, Artillery, Heat, Malaria. All kinds of threats. The D&D version: Sands of Iwo Jima: The party is part of a strike force tasked with driving a force of entrenched humanoid pirate/raiders off an off-shore island. Unknown to the attackers, the island is riddled with tunnels allowing the humanoids unfettered movement around the island. The landing force must deal with not only heavily fortified humanoid fortresses, but a powerful force of wyvern riders and crack humanoid fighters trained as crossbow snipers and armed with deadly alchemical weapons. Likewise, in the bowels of the caves of Mount Saribachi, an even more powerful and ancient evil stirs as it awaits the arrival of the task force... |
| Stormonu04-03-07, 11:18 AM | I'd love to try this! I think it's be pretty sweet to play. Then check this (http://www.mfbb.net/woa/viewtopic.php?t=15&mforum=woa) out Originally Posted by Stormonu View Post 26) Dinosauria: A land populated by native tribes who ride hulking dinosaurs into war or as pack beasts. Crumbling Aztec cities where dinosaur-men hold court over man. Apache indians attacking from the back of fleet-footed Tyrannosaurs as they hunt herds of wild Triceratops. Spanish conquestadors seeking gold in this wild land, armed with pistols and cannons. A secret race of god-like Yuan Ti sorcerers who watch from ancient ruins hidden deep in forbidden land, seeking others to sacrifice for their naga gods. This one is completely doable, so long as you have a group that doesn't mind a limited number of races. It's not as limiting as you think...check this (http://www.mfbb.net/woa/viewtopic.php?t=16&mforum=woa) (Note: read "Millose/Millese" as Spanish Conquestador) |
| Steely_Dan04-03-07, 11:42 AM | An Anthropomorphic campaign, ala The Wind in the Willows...but with an edge! Anthropomorphic Chicken Monk (Cluck Fu) etc. |
| Stormonu04-03-07, 02:17 PM | An Anthropomorphic campaign, ala The Wind in the Willows...but with an edge! Anthropomorphic Chicken Monk (Cluck Fu) etc. I'd rather go with Redwall (or Tailchaser's Song, or Watership Down).:smirk: |
| Journeyman Samwise04-03-07, 03:01 PM | Anthropomorphic Chicken Monk (Cluck Fu) etc. If I ever hear you say those words again I'm going to bludgeon you into submission with a Dire Feral Tauric Were-Beluga. |
| Stormonu04-04-07, 01:25 AM | Why not use an undead equiceph? Then you can say you beat him with a dead horse... Here's the idea for a new campaign I'm starting up: 28) East vs. West: In the distant ages, two great human kingdoms rose up following the decline of the elvin and dwarfen empires before them. As the two kingdoms grew, their society split along the lines of "west" (think Europe) and "east" (think Orient), as did their borders. Where the eastern empire stressed the society over the individual and honor over emotion, the west stressed the opposite. But eventually, the spirit of individuality would come back to haunt the west. In the 5,000th year of the kingdoms, five new heirs of the kingdom of the west began to bicker over the course of the mighty kingdom and over the land of the realm. Civil war in the west broke out. The east would not stand for it, and invaded, intending to bring order to the chaos. Against the threat of the east, the west united, and a terrible war was fought. As the east was beaten back into its own borders, it unleashed an army of last resort - an army of demons and devils. Both sides suffered greatly, but at last the demonic horde was driven into the frigid north and held there. The east and west returned to their starting corners, the west now fractured into five kingdoms, but stable. Now begins the age of rebuilding - both kingdoms and commerce between the nations, while the north broods on its next move... |
| StakeTeriyake04-04-07, 01:39 AM | 29) The Flea Riders of Groyn! - Not my idea, it came from the worst campaign ideas ever thread a few months back, but I totally got this awesome image of a band of Kobolds riding some ettercaps like they were chocobos... nobody wants to try it, though, for obvious reasons. 30) Birthright - I'd love to run or play this, but nobody has an attention span long enough to listen to the premise. 31) Rappan Athuk - They're just afraid. |
| Stormonu04-04-07, 01:58 AM | 30) Birthright - I'd love to run or play this, but nobody has an attention span long enough to listen to the premise. heh, #16 is Birthright in disguise, if you didn't notice. :) |
| Steely_Dan04-04-07, 04:16 AM | If I ever hear you say those words again I'm going to bludgeon you into submission with a Dire Feral Tauric Were-Beluga. Yes, but what class/classes does it have levels in? |
| Hayabusa04-04-07, 08:34 AM | I'd rather go with Redwall (or Tailchaser's Song, or Watership Down).:smirk: Nah, Usagi Yojimbo. Human-like animals in feudal Japan= Winner! |
| Steely_Dan04-04-07, 08:43 AM | Nah, Usagi Yojimbo. Anthropomorphic Rabbit Samurai? |
| OravennasBrother04-04-07, 09:57 AM | Nah, Usagi Yojimbo. Human-like animals in feudal Japan= Winner! Do you realize that there have been at least two separate Usagi Yojimbo RPG's produced? The Earlier one (using the Fuzion system) is no longer in print. The Recent edition, by Sanguine Productions, available from their website (www.sanguine.com) is very well done. |
| Journeyman Samwise04-04-07, 12:59 PM | Yes, but what class/classes does it have levels in? Warhulk/Hulking Hurler. |
| green_yawgmoth04-04-07, 02:14 PM | I always wanted to run an evil eberron campaign in which the PCs try to take down the Church of the Silver Flame. Sadly, my players are all neutral or good, and one of them is a favored soul for the silver flame. :( http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| OravennasBrother04-04-07, 02:31 PM | The D&D version: Sands of Iwo Jima: The party is part of a strike force I may have been unclear - I wanted a campaign using the V is For Victory mini-game and a HISTORICAL military invasion during the pacific theater. Chain of command makes a lot of the "What do we do tonight" moot, and the deadliness of the Victory system (MDT is 10, most weapons do 2d8 or 2d10) makes for far different tactics. |
| Stormonu04-04-07, 04:53 PM | I may have been unclear - I wanted a campaign using the V is For Victory mini-game and a HISTORICAL military invasion during the pacific theater. Chain of command makes a lot of the "What do we do tonight" moot, and the deadliness of the Victory system (MDT is 10, most weapons do 2d8 or 2d10) makes for far different tactics. Nah, I knew you were probably talking playing a straight historical game, but just wanted to present it for those who looked at it and went "You can't play that in D&D!". |
| CR_3104-04-07, 07:58 PM | The Tower of Babble: The stage was set for the common race to ascend to godhood. They have constructed a massive tower, as beautiful as it is perfect. Mans arrogance has reached an all time high, and they will stop at nothing to prove their superiority. Magic floods every floor of the tower. But then a storm appears around the tower and disaster strikes. Bolts of lightning and meteors rain down on the tower and flames scorch the stones. Monsters of all sorts crawled out of the now ominous shadows. But man did not stop construction, they organized defences, brining in clerics, wizards and warriors to thwart the gods attack. But then the god’s ace in the hole is revealed. The tongues of the men are twisted, they now loose there ability to communicate and organize their defences. Then physical changes begin. Some grow sleeker and fine, others loose half their height and some even become tiny lizard’s men. The party were workers on the top tier of the tower and are some of the rare workers to remain human. They now are concerned with a single objective, escaping the tower. And who knows what horrors man built. The party will be faced with many challenges in their trip down the tower, lack of communication most imminent. Or more likely the vicious monsters that now invade the tower. Most fascinating of all the players will have the opportunity to shape the development of the races. Bonus Campaign Some Kobolbs Odyssey: A small group of kobolbs, after a successful raid of a dwarf settlement, have been separated from there allies and thrown into the confusing underdark by one of Garl’s pranks. They now traverse in tunnels, each marked with unfathomable terrors in a quest to find there home. |
| Hayabusa04-04-07, 08:07 PM | Do you realize that there have been at least two separate Usagi Yojimbo RPG's produced? The Earlier one (using the Fuzion system) is no longer in print. The Recent edition, by Sanguine Productions, available from their website (www.sanguine.com) is very well done. I'll have to have a look at that. Thanks for the link. |
| aushlo04-04-07, 08:23 PM | I always wanted to play one in which the players are all humanoids (orcs, goblins, whatever) whose tribal lair is invaded by rampaging adventurers. The raiders are these incredibly dense and goofy plays on all the archetypal PC party members (but evil as far as the defenders are concerned), and the actual PC humanoids were basically just going about their business more or less peacefully 'til the door was literally kicked in. I'd play the game as a black comedy and try to get the most out of the role-reversal. I could definitely get players, I just doubt I could sustain the silliness for more than a few sessions. |
| Journeyman Samwise04-04-07, 11:23 PM | I don't know if it's been mentioned before, but I'd love to play a game where the characters are all members of the Guild of Calamitous Intent or something similar, and they need to fortify their lairs in order to ward off wandering adventuring parties. |
| Stormonu04-04-07, 11:38 PM | I always wanted to play one in which the players are all humanoids (orcs, goblins, whatever) whose tribal lair is invaded by rampaging adventurers. Ah, Reverse Dungeon (by TSR). It was for 2E and looked interesting. I never really got to try it. |
| Khadmus04-05-07, 09:08 AM | The Tower of Babel scenario seems interesting... I immediately thought of the "Voice of the City" ability from the Cityscape web enhancement...I might consider a druid/sorceror/mystic theurge in that campaign. |
| Steely_Dan04-05-07, 09:10 AM | Warhulk/Hulking Hurler. What, no Abjurant Champion, Planar Shepard or Frenzied Berserker? |
| Journeyman Samwise04-05-07, 11:46 AM | What, no Abjurant Champion, Planar Shepard or Frenzied Berserker? Look, there are limits to even my evil. |
| Steely_Dan04-05-07, 12:01 PM | Look, there are limits to even my evil. Oh, come on, don't puss out on me now! |
| Journeyman Samwise04-05-07, 01:46 PM | Oh, come on, don't puss out on me now! I've got a 3.0 ring of Haste, a sackful of doorknobs, and a free weekend, all with your name on it, bub. Getting back on track, I'm pretty sure that the 12 impossible tasks of Herculese would be a pretty cool game. Thoughts? |
| FireHeart04-05-07, 02:35 PM | Not my idea...saw here on the boards somewhere...and would have loved to play in it. Evil campaign where each character represents one of the 7 deadly sins. ~Fireheart |
| Stormonu04-05-07, 02:45 PM | Getting back on track, I'm pretty sure that the 12 impossible tasks of Herculese would be a pretty cool game. Thoughts? First of all, you'd probably have to come up with 12 new tasks, just in case the players try to use Hercule's tactics against each. Personally, I think it'd be a bit narrow; I think it'd be more fun if you expand it to include many of the other greek heroes tasks as well. The Argonauts: The characters are captain and officers of a raiding ship. However, when a raid goes sour, a powerful witch casts a curse on the ship, denying them passage home and cursing them to wander the seas from one danger to another. As the group travels and encounters strange and deadly encounters, they begin to peice together clues to undoing the curse - each peice involving a task of near-impossible bravery, wit and/or courage. And when the curse is finally lifted, the crew returns to find their homeland sacked and their kinsman sold into slavery, requiring one last act against overwhelming odds to free their people and restore their shattered lives. |