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| #1jedi_councilmanMay 12, 2009 9:57:06 | There are so many good 101 or 1001 threads I was surprised to not find one dedicated to campaign ideas. If there is one I apoligize; The PC I'm using can't handle the search function. Please share your ideas for new 4e campaigns here. |
| #2jedi_councilmanMay 12, 2009 10:00:07 | To Boldly Go… Synopsis: Tasked by a wealthy individual, an organization of cartographers, or a deity, characters of disparate backgrounds (though possibly intertwined by fate) join together to challenge the unknown and bring light to the darkness. They seek out rumors of distant kingdoms or lost artifacts, and pour over musty tomes and maps of fallen empires. The noble quest to reconnect the points of light may lead beyond the World and into other planes to beseech the aid of powerful entities or recover lost relics of a bygone age. Conclusion: The campaign concludes when the characters succeed in establishing a new kingdom which can endure without their direct intervention.
The Tower of Secrets Synopsis: The players all attend classes at or are employees of an arcane learning center such as the Tower of Secrets. The Tower connects to other planes of existence, both baleful and benign, and despite the best efforts of the Arcane Masters, trouble often finds its way into the Tower. Furthermore, monstrous entities of all types desire the wealth of the tower. Dragons and the servants of Vecna make frequent attempts to penetrate the Tower’s defenses. Extraplanar entities such as devils, demons and Far Plane monstrosities attempt to subvert the Tower’s portals and use them as forward position from which to invade the world. Of course nearby mundane communities blame the Arcane Masters anytime something goes wrong with even the hint of magic to it, and so students are often asked to go into these communities and assist in their troubles even as they must balance the work associated with their studies. Conclusion: The campaign concludes when the players ascend to ranks equal to the Arcane Masters, perhaps creating their own school of magic or becoming powerful patrons of the Tower of Secrets. The characters might need to overcome a particularly persistent enemy of the Tower such as an ancient dragon intent on filling his hoard with the artifacts housed at the Tower, a powerful former student who bears a grudge against the Arcane Masters, or even Vecna himself.
Fight for Freedom Synopsis: The player characters are part of small but elite organization such as the Sons of Nerath which is dedicated to ending the oppression of evil civilizations including hobgoblin kingdoms, yuan-ti empires, and drow theocracies. The characters are selected by the group because they display both excellence in their fields and an unshakable will to see justice served. The characters are usually given autonomy as long as they continue to work towards the goals of the group, but occasionally they must answer the call of their superiors and perform specific missions which are crucial to the struggle against tyranny. Conclusion: The campaign concludes when the characters topple a mighty oppressor so that hope burns brightly in the hearts and minds of civilized peoples. Twist: The group is secretly controlled by another oppressor and the player character’s efforts play into this mastermind’s evil plot to eliminate all rivals. This ultimate villain may try to kill the player characters once their ‘final’ mission is complete, or may choose instead to try and convince them that this is the only way for the World to have peace and security.
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| #3ansobMay 12, 2009 14:39:24 | Might want to number them. IV. Unforeseen Consequences Synopsis: Characters sharing ties to a common location, organisation, faith or nation are thrown together by a surprise attack on a location of importance to them by a force composed of unlikely allies known to be mortal enemies (e.g. Demons and Devils; Githyanki and Githzerai). The characters must first escape the invading force, then draw plans to fight back. In the process, they discover that their enemies have been brought together by a marauding Illithid (or Aboleth) who has mind-controlled them into doing his bidding, and set out to defeat the Mind Flayer in order to weaken the invading army and give their side a shot at pushing them back. Conclusion: The campaign concludes when the characters successfully assassinate the Illithid who controlled the invading army, thereby releasing it from his mental hold. Unless the players have managed to recruit foreign aid, freeing the invaders will result in all-out war breaking out between the two sides, likely resulting in more damage than the war of occupation they had previously been fighting. Twist: There is always a bigger fish. The Mind Flayer Mastermind (or Aboleth Overseer) that the party defeated was but a pawn in a much, much bigger game spanning multiple planes (and Primes, if the DM wishes). The invading force was woefully uninformed and inadequate (perhaps owing to a plot coupon, whether picked up by the party during this adventure or the basis for a future adventure), but how long until the Elder Brain in charge of this Sector starts wondering what happened to his detachment?
Edit: spot the homage, if you can. ;) |
| #4TovecMay 14, 2009 20:49:50 | Might want to number them. I basically ran this exact campaign (minor differences) but I have no idea what the homage is. Its a good long haul of a game. We ran over 7 sessions. It wasn't the planar thing you described and it ended with a powerful kingdom being destroyed. The best part is if you offer the players a good finishing move which will help restore the destruction of the Mind Flayer. In my case I had one of them turn into a living tree which flooded the area with a supernatural fauna that is difficult to control. Essentially I had grass overrun everything; crops, people, cities. It was a cool finishing move. |
| #5jedi_councilmanMay 15, 2009 11:16:06 | Life in M City Synopsis: Over a century ago the Empire of Nerath created massive prisons with magical guards and wards to house an ever-growing population of offenders. These facilities were placed in isolated rural areas and were funded by government revenues. As Nerath began to crumble and the revenue stopped pouring in, these communities faced the question of what to do with the prisoners. The player characters were born near one of these prison facilities. Government officials in the area realized that they could not survive the dangers of the encroaching wilderness without freeing all but the most violent offenders. The prison was opened to the public and now serves as a city hall and market square. Most of the former prisoners retained at least a part of their old ways. Tensions are high, particularly along racial and religious lines, and crime is rampant. To succeed in the city requires you to belong to one of its many factions. Fraternizing outside of the group to which you belong often results in expulsion from that faction and always results in a loss of respect. Conclusion: If the players are part of one of the local factions, the campaign can end when their faction becomes dominant by destroying or subjugating all rivals. Otherwise the campaign concludes when the players restore justice and order to the city.
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| #6Sabin_StargemMay 17, 2009 1:55:00 | THE AGE OF SOULS A world filled with heroes, every town has at least one. At one time they were rare and valuable, but now they have become common, and monsters equally so. With each month that passes, more and more monsters have appeared, all the while heroes have died. This is the Age of Souls, wherein a great battle has begun: To preserve the right to exist. Heroes have been dying left and right, the hordes of monsters wait outside the outskirts. The world is darkening, so it is up to the heroes to find out what happened. Instead of merely holding out in battle, they need information. Interrogating monsters and working their way towards a wizard's tower, they eventually get there. Only to find out that the World itself has allowed monsters to propogate: each death of an Hero creates a monster from their soul. The Heroes of the world can increase the power of their soul, becoming able to die and resurrect multiple times - but such powerful souls, once extinguished, make for truly great monsters. How does the people of the world deal with this as the truth comes to light? People possessing Heroic Souls can die once and come back to life just once. However, should they truly die, their soul becomes a Monstrous Soul. Monstrous Souls are corrupted souls of heroes, giving the world a monster(s) of some kind. In order to end the threat, the party has to discover the nature of Souls, figure out why this is now happening and not before(?), and correct the problem. The Heroic tier is dedicated to the first question, Paragon the 2nd, and Epic the third. Heroic Souls: Can die once and come back. Paragon Souls: Dies up to 3 times. Epic Souls: 6 total deaths allowed. Deaths add up, even if you reach a new Tier of your existence. EG: A Heroic Soul who dies once, will revive. He gains a level, reaching 11th level. He can now die 2 more times, since he has died once in his existence. Both NPCs and Heroes are eligible to have Monstrous or Heroic Souls. HOOKS & DEVIATIONS Mortal: The player-characters don't possess Heroic or Monstrous souls, which heightens danger and mortality to them. Changing World: The World itself wanted to change, which a ritual in which the people of the old world are replaced by different ones, who see things in a darker and brutal light. Alternatively, it is an important process to create the "A better world". Friends & Foes: Some friends may become mortal and mighty enemies, while others have become close friends, due to necessity. Join the Monsters: The players are killed off, becoming monsters. Essentially, they fight against the ordinary people of the world. Potentially dark or evil campaign, that can raise the differences between Humanity & Monsters, and how grey that line could be. |
| #7sbloydMay 17, 2009 21:45:31 | (Actually, a lot of this is copy-and-paste from the setting I'm hoping to start up at the FLGS. Haven't really got a name for it yet.) In the beginning, there was void. Alone, in the void, was the One [as yet unnamed]. The One slept, and in sleeping, dreamed. He [she?] dreamed of a world, populated in infinite diversity, composed of vistas from the hellish to the sublime. Thus, the One awoke and set about to fashion the World. He formed the arch of the sky, placed the lamps of the stars within it, and sculpted the World and hung it within. As yet, the World was unfinished. To sculpt the World, the One brought forth his first children: the Elementals. Great Titans of stone, air, fire, and water, each was gifted with great power and with Free Will, and were charged with dominion over the World. The One slept again. At first, the lords of the Elements built the World in harmony. Vast seas, rolling plains, towering mountains, plumed volcanos, deep chasms all were made. Pride grew in the Titans' hearts; each began to feel the need to outdo the others. Strife erupted among them: placid seas were whipped by storms, mountains were torn asunder by great tsunami, volcanos were quenched, forests burned. The One awoke to behold the strife of his Firstborn, and was displeased. In his wrath, he swept the Elemental Titans from the world, chaining them in the depths of the Planes, each confined to its own realm. To quiet the ills of the World, the One brought forth new children. His new children were beings of great power - greater even than the Titans. But the power of free will - the power to defy his wishes - was denied them. Each was to embody and to govern certain forces. These were the Gods. The World quieted, the One brought forth the beasts and the People of the World, his final children. Children of lesser power, mortal, but of free will. The One charged the Gods to steward the People of the World, and the World itself, and slept once more. ... Fast forward through several Ages. The races of the world have built their shining cities and mighty empires have risen and fallen, but the Gods of Evil look on them and know.. fear? hatred? envy? and conspire to free the Primordials from their ages-long prisons, in exchange for Free Will and the powers of Creation. Adventurers can find clues to the war that's about to erupt - dungeon temple complexes that feature shrines dedicated to Elemental Titans in addition to the evil gods you usually find. Clues to rituals meant to unchain the Primordials, and so forth. This can scale all the way up to Epic level play, facing the BBEGs in person. |