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<blockquote data-quote="RangerWickett" data-source="post: 5104578" data-attributes="member: 63"><p>Some ideas, adapted to 4e from campaigns that worked well for me:</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Between Two Worlds.</strong> The mortal world and the feywild are drifting apart, and the PCs are charged as the guardian of one of the few mages capable of bridging the gap between the two worlds. What's responsible, who stands to profit from the schism, and what consequences will this have on the world?<br /> <br /> (Hint, the royal courts of the fey realm did not like getting kicked out of the mortal world millennia ago.)<br /> <br /> You have early adventures when the two worlds are still connected, and the PCs defend the mage on a pilgrimage. People try to kill him, and the PCs get to learn the ropes of how to go between the worlds.<br /> <br /> Then the connection gets severed, and the PCs get to come to the aid of a powerful group who needs their help hopping between worlds. In so doing, they stumble across part of a plot that hinges on the worlds being separate.<br /> <br /> After this they seek out information from lorekeepers of the feywild, and delve into dangerous ruins to find secrets about what's going on, but an ally betrays them. They have to go on the run, and though both friends and foes are chasing them, the PCs are the only ones who hold the power to reunite the two worlds.<br /> <br /> (Oh, and the mage who can bridge between the two worlds can die at any time. If he does, he haunts the PCs like Obi-Wan Kenobi.)<br /> </li> <li data-xf-list-type="ul"><strong>On an Ill Wind.</strong> A series of thematically-linked adventures as the PCs work for a group of elemental mages, to collect elemental mana, primarily air mana. In the process they discover several groups striving to locate the same lost secret of a long-dead aeromancer. And just because he's dead doesn't mean he's out of the picture.<br /> <br /> Also, the PCs can get the ability to fly and the GM doesn't have to worry about it being overpowered, since most of the bad guys can fly.<br /> <br /> I see this one as being more tier oriented. At heroic tier you're just helping your elementalist buddies get the mana they need to create a floating city, and the climax is stopping a sabotage attempt to crash the city as it takes off. <br /> <br /> At paragon level you try to stop agents from a hostile nation from acquiring the power to attack your city -- with dragons, tempests, airships, meteors, and more. At the climax you go to the aid of a cliffside city where long ago your elementalist allies defeated a mighty foe, whom the hostile nation seeks to resurrect. They have besieged the city in search of the secret of his resting place. <br /> <br /> At epic level, the enemy nation awakens the demonic aeromancer who was imprisoned by the order of elementalists you work for. The foe seizes control of the nation and seeks to open ancient seals that are limiting his power, leading to a climactic flying battle where you defend your city against an assault and then board and take out the villain's aerial battle ship.<br /> </li> <li data-xf-list-type="ul"><strong>Gathering of Champions.</strong> At the dawn of time, a mighty primordial sends his minions to destroy the nascent mortal races. Their gods call together the mightiest champions of forty tribes to save the world. It's easy to have points of light when there <em>is</em> no civilization yet.<br /> <br /> (Could be trouble because I stole heavily from the book of Genesis and other creation myths, but hopefully it wouldn't upset folks too much if it's given a fresh fantasy veneer.)<br /> <br /> Heroic tier is inspired by the Great Flood. In paragon tier, after your previous victory, your tribes unite and build a mighty tower to unify your power, and at the climax the primordial destroys the tower and splinters the races by confusing their tongues, a la the Tower of Babel. In epic tier we switch more to God of War as you and your divine patrons launch the war against the primordials.</li> </ul></blockquote><p></p>
[QUOTE="RangerWickett, post: 5104578, member: 63"] Some ideas, adapted to 4e from campaigns that worked well for me: [LIST] [*][B]Between Two Worlds.[/B] The mortal world and the feywild are drifting apart, and the PCs are charged as the guardian of one of the few mages capable of bridging the gap between the two worlds. What's responsible, who stands to profit from the schism, and what consequences will this have on the world? (Hint, the royal courts of the fey realm did not like getting kicked out of the mortal world millennia ago.) You have early adventures when the two worlds are still connected, and the PCs defend the mage on a pilgrimage. People try to kill him, and the PCs get to learn the ropes of how to go between the worlds. Then the connection gets severed, and the PCs get to come to the aid of a powerful group who needs their help hopping between worlds. In so doing, they stumble across part of a plot that hinges on the worlds being separate. After this they seek out information from lorekeepers of the feywild, and delve into dangerous ruins to find secrets about what's going on, but an ally betrays them. They have to go on the run, and though both friends and foes are chasing them, the PCs are the only ones who hold the power to reunite the two worlds. (Oh, and the mage who can bridge between the two worlds can die at any time. If he does, he haunts the PCs like Obi-Wan Kenobi.) [*][B]On an Ill Wind.[/B] A series of thematically-linked adventures as the PCs work for a group of elemental mages, to collect elemental mana, primarily air mana. In the process they discover several groups striving to locate the same lost secret of a long-dead aeromancer. And just because he's dead doesn't mean he's out of the picture. Also, the PCs can get the ability to fly and the GM doesn't have to worry about it being overpowered, since most of the bad guys can fly. I see this one as being more tier oriented. At heroic tier you're just helping your elementalist buddies get the mana they need to create a floating city, and the climax is stopping a sabotage attempt to crash the city as it takes off. At paragon level you try to stop agents from a hostile nation from acquiring the power to attack your city -- with dragons, tempests, airships, meteors, and more. At the climax you go to the aid of a cliffside city where long ago your elementalist allies defeated a mighty foe, whom the hostile nation seeks to resurrect. They have besieged the city in search of the secret of his resting place. At epic level, the enemy nation awakens the demonic aeromancer who was imprisoned by the order of elementalists you work for. The foe seizes control of the nation and seeks to open ancient seals that are limiting his power, leading to a climactic flying battle where you defend your city against an assault and then board and take out the villain's aerial battle ship. [*][B]Gathering of Champions.[/B] At the dawn of time, a mighty primordial sends his minions to destroy the nascent mortal races. Their gods call together the mightiest champions of forty tribes to save the world. It's easy to have points of light when there [I]is[/I] no civilization yet. (Could be trouble because I stole heavily from the book of Genesis and other creation myths, but hopefully it wouldn't upset folks too much if it's given a fresh fantasy veneer.) Heroic tier is inspired by the Great Flood. In paragon tier, after your previous victory, your tribes unite and build a mighty tower to unify your power, and at the climax the primordial destroys the tower and splinters the races by confusing their tongues, a la the Tower of Babel. In epic tier we switch more to God of War as you and your divine patrons launch the war against the primordials. [/LIST] [/QUOTE]
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