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| #1Optimus21Apr 03, 2010 23:26:18 | First off, if you are playing in this campaign, stop reading now! ![]() Hi all, I am running a campaign (Reign of Asmodeus) currently with this premise: 10 years ago, Asmodeus orchestrates a secret alliance between the demons and devils and the evil gods of Faerun to attack Faerun with their combined forces. Once the combined forces of evil have the upper-hand, he makes a deal with the good gods that he will help stop the rampaging evil gods and their forces by helping them cut the planar ties of Faerun. This also cuts off the gods from Faerun for a short time, but desperate, the good gods agree. Just as the spell is completed, Asmodeus transfers all of his godhood into an aspect on Faerun. He activates beacons he created on Faerun to shield the plane from the gods and a large portion of his power to move the plane, currently free of planar ties. Cut-off from the plane, the good and evil gods are unable to stop it in time, and now cannot reconnect to the plane as it is shielded from them and they are unaware to where it has been 'moved' because of the beacons. Faerun is now filled with evil beings from the lower planes, and no good gods to help the mortals. Although in a very weakened state, Asmodeus is still the most powerful being on the plane, and he slowly conquers it. As he gains strength, he will soon be able to ascend to godhood once more. The world is now run by evil despots, in effect, evil has won. Heroes must now find a way to destroy the beacons and allow the good (and evil) gods to return once more to instill a balance. The players obviously don't know this whole back-story yet, they just know the good goods dissappeared years ago and Asmodeus rules the world. That being said, they have come into information on where a beacon is and that it might be connected to Asmodeus and are investigating. This first beacon is in Chult, and the adventure has a 'Indiana Jones' feel to it, with jungle encounters, horrible diseases, a zigguraut filled with traps, and of course snakes! My question is, there will be more beacons and I would like ideas on where it would be cool to put them and build adventures around them, or, if there are pre-made adventures that might be cool for this. I think an Underdark one (goign to do this next I think) and an 'Arctic' winter adventure would be cool. Any thoughts on some keen locales or ideas? They will be level 11 after their current adventure.
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| #2PhrennzyApr 04, 2010 22:47:15 | Underwater - deep under the sea. Guarded by the devil worshipping sahuaghin. PCs have to deal with the lack of air and extreme cold and pressure. (Yes, there are spells to handle all of this, but yes, the sahuaghin have dispels). They can - and should - make allies with other underwater good races - sea elves or tritons, etc. Another in the desolate wastes - a harsh desert area crawling with all manner of collosal vermin. The beacon is attached to / inside of the largest of the scorpions, moving about and forcing the heroes to track it before they can defeat it. Also, one should be placed in the ultimate villain spot, in the bowels of an active volcano, surrounded (immersed in?) liquid hot magma! Red dragons, fire giants, old school all the way. |
| #3derkartographerApr 04, 2010 23:07:12 | You could just convert the 3rd edition Midnight campaign setting to 4th edition. It is an "evil won" campaign setting and is really well done. |
| #4Optimus21Apr 04, 2010 23:17:52 | Awesome ideas Phrennzy, thank you very much! As far as the Midnight campaign (which you are right, is very good), that premise gave me the basic idea, but I wanted to put my own spin on it and also make it FR. I feared some of my players to be too familiar with it as well. |
| #5lokisApr 05, 2010 20:05:45 | Just a question, why would Asmodeus make the beacons accessable at all? Why not just put them under ten feet of solid earth or an active volcanoe or something? And if they're destroyed, is there any reason he can't just fix/replace them? Are they somehow connected to his power so that when one is destroyed he is weakened? Do they require people to maintain them in order to function? Just some food for thought there. |
| #6Optimus21Apr 05, 2010 23:55:56 | Great questions. I have written in they are on 'planar ley lines'. Obviously I am making up where those are. And they are 'larger' structures (20' across, 30' high) and require a rare rock that were created as part of the spellplague that he has found amplifies the interference required to keep Faerun 'hidden'. It requires maintenance to keep them going. I am playing with the idea other groups of resistance might be taking out other beacons as well, setting up the plausibility Asmodeus can't protect every where at once until it culminates into the final showdown. The beacons are somewhat redundant, but the more there are are the more 'hidden' it is. I am open for feedback on this as well! ![]() (And thanks for more ideas) |
| #7feuerfaustApr 06, 2010 0:11:54 | I suppose the real answer to your question, Lokis, is the same one that answers "Why do James Bond villains monolgue and make mistakes?" Because nobody's perfect, and most importantly it makes for an entertaining (and utimately winnable) scenario. If Asmodeus hid the pylons in completely safe spots anf nobody could ever get them, no campaign. ![]() But, as a twist stemming from your question, it could be that partway through the campaign he seeks to rectify the error. This raises the stakes, causes the players to solve new problems (find out wher,e when, and how he will make them immune to interference), etc etc. EDIT: He cut off planar ties, right? What if one of these pylons are hidden within the well of energy that is denying planar connection? It is and isn't there at the same time, right in the open but out of reach since it exists on another plane, but other planes don't exist with Faerun right now. (Lost yet)? Time for some heavy-duty magical research... and maybe a Lovecraftian author to boot! |
| #8drorainApr 06, 2010 9:30:26 | I love this idea! What your doing is quite interesting, and it'd be awesome to be a player in that campaign. As far as beacons go, I just read much of the great glacier lore from 2e and I think it's a good setting. I don't know what happened to the glacier in 3e, but it's retreating in 4e. Show evidence of the beacon having been hidden in the glacier and let them have to delve into the ice to gain access. Let restore the glacier as a consequence of destroying the beacon. This could be a great race in getting out. How are you handling gods that lived in the plane of faerun...I'm thinking of say Torog, I think he's still in the Underdark...maybe the group needs to ally with him to destroy another beacon. He doesn't care what goes on in the surface so he wouldn't be a threat to asmod's power |
| #9T-MackApr 06, 2010 9:32:25 | Just giving some kudos for a kick-ass idea. ![]() |
| #10feuerfaustApr 06, 2010 11:36:45 | As a follow-up... I would assume that the divine classes don't get magic in this campaign? Or is there enough latent god-stuff floating around to make it work? ..or perhaps it works without the gods, which could throw in some crazy fantasy-world religious turmoil. |
| #11Optimus21Apr 06, 2010 16:33:56 | Thanks for all the input and kudos! There is a 'trailer' for the campaign on the community site if you are interested and adventure log. Lots of good ideas here, I'm glad I tapped into this forum! FF: You are right, the divine power source doesn't 'work', with one exception, one of the PCs. (I had 10 character hooks available to the PCs when the campaign started, one of them was the prophet character hook. In a world where noone can channel divine power, he can.) So he is seen as a force of hope, and he has no knowledge of why he can do what he can do, but he can. It's great because the PC hates the burden and hasn't fully accepted it. It worked out well because in his background, he was having a 'vision quest out-of-body experience meditation' when the attack came. So, unbeknowest to him Kelemvor still had a connection with him before sending him back to his body in the physical world and shunted just a piece of his power (what the PC could handle) before losing ties which has transferred itself to his weapon. As the group destroys beacons, his weapon will get stronger (get abilities, like a mini-artifact magic weapon) as Kelemvor is able to get closer and closer to reconnecting to Faerun. The best part is he is an Avenger, so very poetic that he is on a mission to avenge the gods if you will. Of course, the Avenger is discovering this as we go. Also, I am with you on him 'rectifying' his mistake, and hence why it will get tougher and tougher for the PCs. Luckily, they are leveling up as they go. ;) Drorain: The glacier idea sounds fun, I like the idea of having a 'time limit' on an adventure. |
| #12jdmckinney78Apr 07, 2010 19:27:09 | sounds like an interesting campaign. i Know i had written you a couple months ago about running something similar to this. Will e-mail you a couple ideas i had that i never got to implement. |