| Post/Author/DateTime | Post |
|---|---|
| psionic pi master07-13-04, 12:52 PM | What are some of your campian plot ideas? |
| Soulman199007-13-04, 01:25 PM | I working on a campain now. The first adventure will just introduce them to the setting and give them some tresure. Then I will introduce them to the evil side of the campain:smirk: . First they will find out about some kidnappings and be hired to investegate under the town and they'll find out a powerful wizard needs one of the children to open a portal to the sacred room (full of tresure) theres basically no chance tey could fight the wizard yet, but in time they fight him, the wizard just wants the one kid and let's the others free along with the adventures. I haven't figured out past there yet. |
| SmiloDan07-13-04, 02:16 PM | My campaign just started too. We started at 4th level. Basically, I'm starting them out in a mining town in a pioneering region. The local gravedigger dug up something he shouldn't, and the PCs are investigating it. They were also made aware of some bounties that are available. Unfortunately, it was the half-orc barbarbian that saw the bounty posters, so he just saw some faces and wolves crudely drawn on some papers. HE CAN'T READ! Also, the ranger in the party has an orcbane sword and has orcs as his favored enemy. Should be interesting... |
| Phrennzy07-13-04, 04:58 PM | My campaign started with the PCs operating out of a keep set between two countries, maintaining law at the border. They discover a small valley that contains multiple caves with warring factions of different types of chaotic humanoids. This gives them the opportunity for combat, as well as a safe place to retreat to and role play at. Once they have cleared out the caves, they will be summoned by the local duke and told of how brigands are raiding the countryside to the south, near the Great Swamp. The count will beg for assitance and the players will search the village area for clues which eventually lead them to a temple of a vampire. This vampire has control of the local lizard men and has been using them to raid the villages. Upon defeating the vampire, they will find a map to a tomb. The tomb is full of horrors, including a disentegration trap, a giant mutated gargoyle, a juggernaut, and numerous other deadly traps. The final BBEG is the flying skull of a lich whos body long ago turned to dust. Only it's evil has kept the skull from falling apart. |
| Ruke07-13-04, 05:26 PM | The last great continental war almost destroyed the entire world. The three great powers, Demaria (Human), Tinagra (Gnome), and Eridani (Elf) each had an epic spell caster under their control at the beginning of the war. After a few weeks, however, the war had just become a contest among the mages to see who was the most powerful. The leaders of the countries settled for peace, but their casters refused to quit fighting. Finally, one man, an ingenious master of teleportation spells, tricked each of the epic mages into meeting him in the middle of an open field for a contest in "the field of honor." (Each race claims him as their own, so no one really knows what his race was.) In a brilliant flash of light, he teleported them, along with himself and about a half-mile radius of earth, somewhere else. An international treaty was created, banning higher magic (Epic, 9th level, and some 8th level spells) for fear of destroying the world again. That was about 500 years ago. Only the oldest of the Elves have direct memories of the Great War, and the shorter lived races, especially humans, are growing restless once again. There is still relative peace, with only minor arguments over border territories. The merchant Halfling nation of Verengar is arguably the most powerful, having kept neutral throughout the Great War to better serve their customers. There are rumors of secret organizations funded by the Demarian and Eridani governments dedicated to studying the epic magic that no one has yet been able to reclaim, but no concrete evidence. This is where the PC's come in. During the first session, they were all kidnapped in their sleep, and awoke in a strange underground structure filled with challenges and horrible monsters. After reaching the surface, and stepping into an elaborate office, they learn that they have been deemed worthy to join the Order of the Bloodstone, the Demarian secret organization. They are sent to a small town to establish themselves as regulars for an unknown reason (to them). Several strange monsters have been found in the nearby woods and ore mine, each near a rune remarkably similar to the Gateways, huge artifacts left behind by an ancient civilization. The PC's are sent on a mission to recover a rogue operative, then later to recover a shard of the Bloodstone, the legendary artifact said to give the Human epic caster his ungodly power. After failing both missions to some extent, the Order sends an assassin after them to "remove the blight of failure." The assassin attempts to strike them down at night, but fails due to the party monk's extraordinary reflexes, losing the element of surprise. He succeeds in killing the party fighter before being taken out by the rest of the party. And that's where we are now. |
| Mythmere07-13-04, 06:17 PM | Originally posted by Phrennzy My campaign started with the PCs operating out of a keep set between two countries, maintaining law at the border. They discover a small valley that contains multiple caves with warring factions of different types of chaotic humanoids. This gives them the opportunity for combat, as well as a safe place to retreat to and role play at. Once they have cleared out the caves, they will be summoned by the local duke and told of how brigands are raiding the countryside to the south, near the Great Swamp. The count will beg for assitance and the players will search the village area for clues which eventually lead them to a temple of a vampire. This vampire has control of the local lizard men and has been using them to raid the villages. Upon defeating the vampire, they will find a map to a tomb. The tomb is full of horrors, including a disentegration trap, a giant mutated gargoyle, a juggernaut, and numerous other deadly traps. The final BBEG is the flying skull of a lich whos body long ago turned to dust. Only it's evil has kept the skull from falling apart. You have a very dry sense of humor, Phrennzy. Or is it caustic?:smirk: |
| ImmortalBlueMage07-13-04, 06:40 PM | Brief synopsies of my last three campaigns: -An Evil Monk stole the first prototype firearm from the lab of a great Wizard and plans to master the art of gunsmithing, making his Goblin army unstoppable and forging an alliance with a family of ambitious Dark Elves. -An army of Devils has begun marauding throughout the planes, moving closer and closer to the Material. Their secret weapon? An Archon's Trumpet, stolen by a mortal thief, corrupted by Fiendish magic, now an implement of pure evil. -In the lands beyond the seven coastal cities, everything is harsh, untamed wilderness, with only a few straggling pioneers making their own way. It will take centuries for civlization to spread to this region, but not if one of the local Naga has his way. Posing as a Human noble, he labors to unlock the secret of Psionics and the mythical Elan so that he can use their power to hold this burgeoning land in his iron grip. The current campaign all centers around a 5000 year old Lich spirit's plan to finally reclaim his physical body, and the insane Vampire who unwittingly serves as his pawn. |
| Phrennzy07-13-04, 07:12 PM | You have a very dry sense of humor, Phrennzy. Or is it caustic? :smirk: That depends on whether or not you make your save... :behold: |
| Eagle Vision07-14-04, 03:04 AM | My current campaign plot is that the PCs live in a world held together by 4 seals, and the evil faction of the elves (weird huh? not drow, just a note) wants to release the seals to summon a great demon lord to the plane. The PCs live in this region, and are conscripted into the elf dwarf war. BTW the factions are divided by the seals they corrsepond to. One faction is the elves, another is the Dwarves, a third the Thri Kreen(sp?), and lastly is the Goddess. The goddess is a seal as well, who has an army protecting her. Any way, the PCs start battling drow slavers, who capture the elf kings daughter. she is rescued by the PCs, and follows them into the war. in the war, the elf king shows his true colours and break the seal, causing the PCs to be transported to an alternate reality. they adventure a bit, till they hear a few legends about the demon lord whom the elf king is trying to summon, as well as stories of how a thousand years ago, a great cataclysim which destroyed an ancient world whose survivours died out as they struggled to survive in this world. THe PCs ought to link it, and return to their own time and world. They return to Thri Kreen(sp?) Teritory, for the Thri Kreen have allied with the remaining dwarves and the goddess, and are now fighting against the swelling elven army. they arrive at the dessert temple of the seal, and find it under attack. They may fight, or run (knowing my players, fight) But eventually the seal will be lost. The last seal being the goddess, the elven king kills her and summons the great demon. the PCs will likely stop him in the midst of summoning, and they fight. the PCs should win, in which case the elven kings blood will finish the summoning. the PCs will watch as the great demon lord falls from the skyt, and subjugates the world. they will likely attack him, but when he falls ( and if) the world is still in the grasp of demons and darkness. they will likely search for the demon, and follow him to his home base high in the sky. there, they will have a final showdown where they finally kill him and free the world. Thats about it. |
| Mythmere07-14-04, 10:41 AM | Originally posted by Phrennzy You have a very dry sense of humor, Phrennzy. Or is it caustic? :smirk: That depends on whether or not you make your save... :behold: I think in this case, it's knowledge (1st edition). Or perhaps Bardic Lore. So far, I think I'm the only one to make the roll successfully. |
| Phrennzy07-14-04, 11:17 AM | world held together by 4 seals They balance the world on their noses, right? Arp! Arp! :smirk: |
| Didge07-14-04, 10:52 PM | Ok, not going to give away alot (as my players frequent these boards sometimes, and a little surprise is good...) Basically, my current campaign I've had a major war between all the nations on the current continent come together in a giant war. This was done because the Human Empire had begun expanding at an incredible rate, and not showing any signs of stopping. The other nations, feeling threatened as the Humans expanded and encroached on their territories gathered their forces and split the Human Empire in half, but couldn't destroy it completely. Once the Humans were seperated, the other races turned on on another, fearing that the others would hold too much power. High level Wizards were key elements in battles, throwing massively destructive spells around, nuking this and that, and thus they were feared. As the end of the wars died down, people began to panic, and began to fear that the wizards were now too powerful. The reaction was something akin to the Salem Witch trials, where wizards were hunted down and destroyed. In the process, Wizards have gone into hiding, and thus arcane magic has all but disappeared. Several decades later people began to realize that it was not the wizard's themselves that were responsible for the death and destruction, but those who were using them. Committed to fixing their mistakes, wizardry is accepted. The problem is that the wizards are not buying it, and thus arcane magic is having to be re-engineered and created. This leaves low level spells available (unless the PC's look for a hermit wizard), and two schools of magic have yet to been rediscoved. Necromancy and Illusion. The Players as part of their first introduction campaign in my world have discovered that necromancy exists, (The BBEG was animating skeletons and raiding a dwarven village with them) and have vowed to right the wrong, and all that other brave hero jazz. I've got some other intricate details that I'll reveal if the PC's are smart enough to figure them out. But needless to say, it is interesting removing two schools of magic. Makes things interesting. |
| Art_Tillary07-14-04, 11:46 PM | lets see. The USS Cyclops didn't sink off the coast of North Carolina in 1916 or so. Instead it ended up in my world, with it's load of manganese ore, small arms and crew. The crew manages to survive and interbreeds with some Orcs, not knowing there are other humans on the world. Now, almost 90 years later, a mostly (3/4) Orc leader has managed to start crafting masterwork swords in decent quanties for his from the ore on the ship. Also using the iron in the hull. he has also learned some tactics from the history books on the ship. Players have to fight a lot of small raids on a wide front of islands. If they are energetic, they will trace the attacks back to the leader and the base where the weapons are being made. For clues though, they'll keep hearing about 'the Cyclops" and expect something very different than a rusting ship. In the end they have to defeat the Orcs, the Orc leader and they have to permanently dispose of the ship and it's cargo. the last will be tricky, it's several hundred tons of ore on a ship in a silted up harbor. AT |
| TheEnder07-15-04, 04:50 AM | Originally posted by Phrennzy Upon defeating the vampire, they will find a map to a tomb. The tomb is full of horrors, including a disentegration trap, a giant mutated gargoyle, a juggernaut, and numerous other deadly traps. The final BBEG is the flying skull of a lich whos body long ago turned to dust. Only it's evil has kept the skull from falling apart. Those ancient liches are nasty, I hope these are high level characters! |
| Soel Griffin07-15-04, 08:43 AM | Originally posted by Phrennzy My campaign started with the PCs operating out of a keep set between two countries, maintaining law at the border. They discover a small valley that contains multiple caves with warring factions of different types of chaotic humanoids. This gives them the opportunity for combat, as well as a safe place to retreat to and role play at. Once they have cleared out the caves, they will be summoned by the local duke and told of how brigands are raiding the countryside to the south, near the Great Swamp. The count will beg for assitance and the players will search the village area for clues which eventually lead them to a temple of a vampire. This vampire has control of the local lizard men and has been using them to raid the villages. Upon defeating the vampire, they will find a map to a tomb. The tomb is full of horrors, including a disentegration trap, a giant mutated gargoyle, a juggernaut, and numerous other deadly traps. The final BBEG is the flying skull of a lich whos body long ago turned to dust. Only it's evil has kept the skull from falling apart. What?!? No readied attack from the ground? You, my friend, are the most tip-top troposcope this side of the flip! |