gr8artist
2013-07-19, 08:55 AM
[Jimbo, Erza/Rooster, KO, Steph, Zajas, etc... STAY OUT]
The group history:
Ok so my group has been playing together for a while now. Usually, I DM, but they've given me a break while KO takes over. I GM'd for Scion (White Wolf game... avoid at all cost!) for 3 or 4 years. Met my GF towards the end of that. Then we started Pathfinder. Ohmygodsomuchbetter.jpg ... anyway, I DM'd a year-long campaign for that, before life got in the way and my comp died (taking all of my notes with it). So, I didn't have time to re-make all my notes and finish the campaign; it just kinda' died. We all felt bad about it, but the characters had leveled fast... they were 16 and well optimized. They had abundant and specific gear, and I was new and having a hard time challenging them. My dungeons were awesome, the plots and villains memorable (and occasionally terrifying)... but they were losing interest. So I let it go, even though it hurt.
We then started a round-robin "goof" campaign, playing just for fun and not for any kind of epic quest. This is where I got good. By taking time between games, having a chance to plan while others DM'd, I learned how to set up much better encounters. But, we all wanted more plot. So we called off the round-robin campaign, and now KO is leading one for us.
So, I've got some time to kill. And I'd like to make one hell of a campaign.
The plan:
Help me make an interesting, challenging campaign setting for my group. All of them are more experienced DnD players than I am, though I'm the most experienced at DM/GM'ing. I have, at the very least, months and months to plan.
Basically, I'm looking for advice/tips/cautions/criticisms so that I can pull this off in a memorable and amazing way. Any ideas are welcome, and any opinions on the stranger parts of my plan are very VERY welcome.
Here's what I want to do:
Start at level 1. We're going to build this from the ground up, even though the meat-and-taters of the campaign will probably start around lvl 4. I'm going to use these early levels to challenge them in ways that you just can't later, like managing rations, getting lost, and possibly having to resort to dire ethical dilemmas.
Start out with NPC classes. The greatest heroes don't just wake up being trained adventurers, do they? These NPC levels will get re-trained into Player Class levels at around 4th.
Provide some closure to my year-long campaign. I want to surprise them with this, gradually leading up to it as they find hints and innuendos to make them think that there might... just might... be a connection.
I want to modify the existing races, and pull in some uncommon ones, to enforce the "living underground" culture that developed between then and now.
The backstory:
The year-long campaign that we almost finished never really had a name... We always just called it the "dark gate" campaign.
It began in a gnomish trade port, when the players intercepted a strange little cultist with an odd dagger and a strange amulet. Like any curious adventurer, they eventually managed to make a mess of things; after stabbing the amulet with the dagger and conjuring black ectoplasmic poison all over the city block. Turns out, the dagger/amulet combo is used by this cult to contaminate temples. The cultist was taking them to the temple of Abadar in the next city when he had the unfortunate run-in with our crew. Curious, they investigated, and found that two other cities had already been contaminated in this way.
The plot for the first half of the campaign was the group hurriedly travelling from city to city, trying to intercept the cultists and prevent their terrorist attacks on the 8 major temples. They failed. In the meantime, they were being guided by a mysterious figure to examine some old temples to the ancient dragon gods. They found many relics and powerful items in these dungeons, before learning the history of the dragon gods and their brother/betrayer K'hrane. The campaign came down to a final confrontation: the players (a spec ops troop of the high-elven army) vs the cultists (masterminds behind the low-elf rebellion) as the cult tried to conjure their dark lord Lamashtu (alias K'hrane) with the power they'd stolen from the contaminated temples. This fight was a destined failure, but the players thought they had a chance. The game ended with a massive explosion, the result of a hundred counterspells from the allied forces in an effort to repel the black dragon K'hrane. There was a wave of dull gray energy, then blackness.
Cut. End of game. Oh, they were on the edge of their seats.
The next game, they wake up, stumble around, nearly naked in the dark, before finding themselves on Nukgrub's boat (their base of operations). Though the boat looked different, and their gear was missing. Turns out they'd been petrified in the blast, and had been out for over a dozen years. Ohnotimeskip.jpg ... Anyway, two of them had had kids, and their friends/family were leading a rebellion against K'hrane's new forces.
K'hrane had been unable to cross over into the material, as a result of the player's interaction, but he was still manipulating cultists with mad dreams and haunting messages. The government was corrupt, and brutally enforced by the Blackguards, 12 of the most evil and vile warriors in the realm. Each of the contaminated temples was now a small portal, a door to a portion of the chaos realm where K'hrane dwelled. Through the portals, he was able to contaminate and control those in the world. So, new plan... shut the gates.
See where I'm going? First half, prevent the 8 gates from opening... second half, close the gates that are open. But do so while being hunted, while turning on each other, while making deals with devils... anyway, we had fun. They managed to close...four? I think four of the gates, before my comp died and all my notes/villains/maps vanished. (and we got evicted, car got repo'ed, etc... Bad couple of months)
Setting:
I'm thinking post-apocalyptic. The odds are against you. This new campaign (third in the trilogy, I guess) follows up in the aftermath of the adventurers of previous generations. Were they able to close the gates? Did K'hrane have one last weapon up his sleeve?
There was an event... the Great Withering. Every living thing on the surface just... began to die. Starved and scared, the people retreated into the bowels of the earth, shutting them off from the unknown hazards above. Generations pass. Seeing sunlight is a noteworthy occasion. Trees are a thing of legend and fairytale. Commerce has collapsed, and the adventurers' way of life is no more. Settlements are scattered, days travel from each other, and only accessible by way of the upper-world. Children may grow old and die without ever seeing a child from another village. There will be no gold. No valuables. No magic item shops where a day's effort will buy you a handy-dandy-bag of holding... oh no, you're going to be glad to find a masterwork longsword.
This is the world I want to give them. This is the challenge they will face. More than 80% of their gear will be found in ruins of old cities, and coming across a prosperous colony will be a thing of wonder.
The group history:
Ok so my group has been playing together for a while now. Usually, I DM, but they've given me a break while KO takes over. I GM'd for Scion (White Wolf game... avoid at all cost!) for 3 or 4 years. Met my GF towards the end of that. Then we started Pathfinder. Ohmygodsomuchbetter.jpg ... anyway, I DM'd a year-long campaign for that, before life got in the way and my comp died (taking all of my notes with it). So, I didn't have time to re-make all my notes and finish the campaign; it just kinda' died. We all felt bad about it, but the characters had leveled fast... they were 16 and well optimized. They had abundant and specific gear, and I was new and having a hard time challenging them. My dungeons were awesome, the plots and villains memorable (and occasionally terrifying)... but they were losing interest. So I let it go, even though it hurt.
We then started a round-robin "goof" campaign, playing just for fun and not for any kind of epic quest. This is where I got good. By taking time between games, having a chance to plan while others DM'd, I learned how to set up much better encounters. But, we all wanted more plot. So we called off the round-robin campaign, and now KO is leading one for us.
So, I've got some time to kill. And I'd like to make one hell of a campaign.
The plan:
Help me make an interesting, challenging campaign setting for my group. All of them are more experienced DnD players than I am, though I'm the most experienced at DM/GM'ing. I have, at the very least, months and months to plan.
Basically, I'm looking for advice/tips/cautions/criticisms so that I can pull this off in a memorable and amazing way. Any ideas are welcome, and any opinions on the stranger parts of my plan are very VERY welcome.
Here's what I want to do:
Start at level 1. We're going to build this from the ground up, even though the meat-and-taters of the campaign will probably start around lvl 4. I'm going to use these early levels to challenge them in ways that you just can't later, like managing rations, getting lost, and possibly having to resort to dire ethical dilemmas.
Start out with NPC classes. The greatest heroes don't just wake up being trained adventurers, do they? These NPC levels will get re-trained into Player Class levels at around 4th.
Provide some closure to my year-long campaign. I want to surprise them with this, gradually leading up to it as they find hints and innuendos to make them think that there might... just might... be a connection.
I want to modify the existing races, and pull in some uncommon ones, to enforce the "living underground" culture that developed between then and now.
The backstory:
The year-long campaign that we almost finished never really had a name... We always just called it the "dark gate" campaign.
It began in a gnomish trade port, when the players intercepted a strange little cultist with an odd dagger and a strange amulet. Like any curious adventurer, they eventually managed to make a mess of things; after stabbing the amulet with the dagger and conjuring black ectoplasmic poison all over the city block. Turns out, the dagger/amulet combo is used by this cult to contaminate temples. The cultist was taking them to the temple of Abadar in the next city when he had the unfortunate run-in with our crew. Curious, they investigated, and found that two other cities had already been contaminated in this way.
The plot for the first half of the campaign was the group hurriedly travelling from city to city, trying to intercept the cultists and prevent their terrorist attacks on the 8 major temples. They failed. In the meantime, they were being guided by a mysterious figure to examine some old temples to the ancient dragon gods. They found many relics and powerful items in these dungeons, before learning the history of the dragon gods and their brother/betrayer K'hrane. The campaign came down to a final confrontation: the players (a spec ops troop of the high-elven army) vs the cultists (masterminds behind the low-elf rebellion) as the cult tried to conjure their dark lord Lamashtu (alias K'hrane) with the power they'd stolen from the contaminated temples. This fight was a destined failure, but the players thought they had a chance. The game ended with a massive explosion, the result of a hundred counterspells from the allied forces in an effort to repel the black dragon K'hrane. There was a wave of dull gray energy, then blackness.
Cut. End of game. Oh, they were on the edge of their seats.
The next game, they wake up, stumble around, nearly naked in the dark, before finding themselves on Nukgrub's boat (their base of operations). Though the boat looked different, and their gear was missing. Turns out they'd been petrified in the blast, and had been out for over a dozen years. Ohnotimeskip.jpg ... Anyway, two of them had had kids, and their friends/family were leading a rebellion against K'hrane's new forces.
K'hrane had been unable to cross over into the material, as a result of the player's interaction, but he was still manipulating cultists with mad dreams and haunting messages. The government was corrupt, and brutally enforced by the Blackguards, 12 of the most evil and vile warriors in the realm. Each of the contaminated temples was now a small portal, a door to a portion of the chaos realm where K'hrane dwelled. Through the portals, he was able to contaminate and control those in the world. So, new plan... shut the gates.
See where I'm going? First half, prevent the 8 gates from opening... second half, close the gates that are open. But do so while being hunted, while turning on each other, while making deals with devils... anyway, we had fun. They managed to close...four? I think four of the gates, before my comp died and all my notes/villains/maps vanished. (and we got evicted, car got repo'ed, etc... Bad couple of months)
Setting:
I'm thinking post-apocalyptic. The odds are against you. This new campaign (third in the trilogy, I guess) follows up in the aftermath of the adventurers of previous generations. Were they able to close the gates? Did K'hrane have one last weapon up his sleeve?
There was an event... the Great Withering. Every living thing on the surface just... began to die. Starved and scared, the people retreated into the bowels of the earth, shutting them off from the unknown hazards above. Generations pass. Seeing sunlight is a noteworthy occasion. Trees are a thing of legend and fairytale. Commerce has collapsed, and the adventurers' way of life is no more. Settlements are scattered, days travel from each other, and only accessible by way of the upper-world. Children may grow old and die without ever seeing a child from another village. There will be no gold. No valuables. No magic item shops where a day's effort will buy you a handy-dandy-bag of holding... oh no, you're going to be glad to find a masterwork longsword.
This is the world I want to give them. This is the challenge they will face. More than 80% of their gear will be found in ruins of old cities, and coming across a prosperous colony will be a thing of wonder.