I'm a veteran DM of a homebrew that I ran for about ten years. Then I got married and had kids. Now, I'm back and running a new game and a new campaign world.
We go once a month, and we're only a few sessions in. It's a 3.5 game. The basic premise of the world is D&D turned up to 11.
So far they've had the classic start of fighting goblins. In this case, a goblin cult called the Cult of the Bygone Beasts. They basically, summon weird magical beast in an effort to drive the world into chaos. Also involved in the cult was a green hag and a barghest.
Next, came a surprise dragon fight. Because, who throws their 6th level PCs at a green dragon immediately after fighting a goblin cult trying to summon a displacer beast?
Now, they're in a mage run city with an overall LN/LE government.
O.k., that's the background. My question is, what classic D&D tropes would you want to experience if you were in a game that was intended to be as pure and over the top a D&D experience as possible?
So far, my long term plan is to give the PC's an evil artifact, possibly the Hand/Eye/both of Vecna, which they will need to destroy while in a parallel plot the cult tries to summon the Tarrasque. Do they stop the summoning or let it happen so they can use the beast to destroy the artifact?
But there's a lot of space between 6th level and 20th and I need help. Any thoughts?
We go once a month, and we're only a few sessions in. It's a 3.5 game. The basic premise of the world is D&D turned up to 11.
So far they've had the classic start of fighting goblins. In this case, a goblin cult called the Cult of the Bygone Beasts. They basically, summon weird magical beast in an effort to drive the world into chaos. Also involved in the cult was a green hag and a barghest.
Next, came a surprise dragon fight. Because, who throws their 6th level PCs at a green dragon immediately after fighting a goblin cult trying to summon a displacer beast?
Now, they're in a mage run city with an overall LN/LE government.
O.k., that's the background. My question is, what classic D&D tropes would you want to experience if you were in a game that was intended to be as pure and over the top a D&D experience as possible?
So far, my long term plan is to give the PC's an evil artifact, possibly the Hand/Eye/both of Vecna, which they will need to destroy while in a parallel plot the cult tries to summon the Tarrasque. Do they stop the summoning or let it happen so they can use the beast to destroy the artifact?
But there's a lot of space between 6th level and 20th and I need help. Any thoughts?
Last edited: