It started off simple enough. The group of players I ran with at the time was pissed off at the current DM because he was the kind that fell so in love with his NPCs, you could not kill them. He was one of these "weak PC" DMs with strict storylines you see occasionally grace these boards. However, most of us wanted to continue gaming. One of the other players who was very experienced was asked to pick up the mantle, but flatly refused. He had just gotten out of running a campaign with hell players who did not get along with each other in another circle we did not hang with. Eventually, the task came to fall on me, someone who had never DMed and only had played for under a year. Who knew that the campaign would go for 6 years and 30 levels and 3 editions?
Anyways, I looked over my battered 2e PHB and bought a 2e MM and 2e DMG. I went on a shopping spree for graph paper and colored pencils and spent the better part of the next week coloring in a world. A brutal world it was at that. I started them out in an area that started out in an oppressive merchant city-state ruled by an aristocracy of merchants and city gaurds that acted as brutal tax collectors. I had everything drawn out for adventures in this place. I even had woods at the edge of the city called the Dead Wood that spontaneously raised undead and a detailed storyline to explore.
However, the PCs who I had started out at level 2 had other ideas that taught me my first painful lesson as a fledgeling DM. Be Flexible! They decided the place was too oppressive and decided to skip town pointing at a distant large metropolis far, far to the north they wanted to travel to! Now my old DM would have railroaded them. But I played along. Lord forbid I had nothing drawn up for that place or the lands between here and there!
Fortunately, I had time and a continent map with some detail. As the PCs traveled, what used to be made up names off the top of my head on a piece of posterboard became actual living places with inhabitants and unique features. As they traveled out of the country into the nieghboring country, the currencies changed. Thier features made them viewed as foriegners. Still, they continued, had minor adventures on the way until they made it to the destination city. of course, gaining levels up to 6 over the course of the months we played.
The city they ended up at had way more freedom than the place they came from, but was much more screwed than they could ever possibly realize until much later. The city was part of a vast empire but was allowed some autonomy from it in exchange for goods and taxes. In the middle of all this was the largest building in the center of one of the districts. A place called the Flame Tower. Our wizard went nuts. Finally, a place to network and get spells and equiptment.
About this time, 3e came out. We ended up fully switching to it. It was relatively painless and 3e had a bit more meat to it.
Of course, showing up broke in the equivalent of Chicago was no fun. So, our heroes had to find some way of making money. In this empire, there was a very popular and brutal sport called Dungeon Ball. Basically, this was full contact with weapon and armor basket ball. You had to get into position to put the ball in a basket on top of scaffolding. You had to wear a special ring so they could teleport you out to Cleric teams if you started to die.
As they fought and got into adventures with the politics and drama of the sports community, they realized the first messed up thing about the new home. Elves were slaves and required to shave thier heads! A new player that just joined ended up playing one of those elves.
After gaining the approval of a sports fan and leader of the Flame Tower, the slave elf became free and they, after initiaition, became full members of the Flame Tower. But, by joning the Flame Tower, they also became involved in the Flame Tower's secret plots. You see, the leader of the Flame Tower did not like the tax payments and meddlesome intrusion from some capital thousands of miles away. Nor was the Tower a big fan of forced slavery even though it was due to some accord from an ancient defeat of the Elves and thier fey allies hundreds of years ago. The leader wanted to stage a revolt. Different groups would have different parts in the revolt. However, since the PCs were knowledgeable about the stadium district, they would lead the assault to capture and kill a man called the Taskmaster who was an influencial imperial ruler, director of the sports league, and slave keeper.
However, that is when stuff started hitting the fan before the plot could even be acted on. The Merchant Prince from the country they traveled from declared they had hidden knowledge and a weapon whose likes of had not been seen since the era eons ago when Demon Princes ruled the planet. Matwani and his archmage cohort Shaw demanded 1B gold pieces "protection tax" from all the major cities of the western part of the empire. Of course since our hero's metropolis was far away from the rest of the empire and imperial troops were weeks away, the city would be on it's own to deal with this threat.
At this point, the players were levels 8 to 10. Thier patron was a level 15 wizard. The Merchant Prince himself was a level 8 aristocrat and son of the late Merchant Prince, but his Wizard was level 18.
The cty of course, balked. After all, there was no army at the gates and the nearest Merchant forces had not even mobilized towards the borders. Then, the horror was realized. Hundreds and hundreds of Blue and Red young adult dragons flew in formation to lay waste to the city. In response, a domed wall of force came up around the city and the more powerful wizards of the city went up into thier towers to help defend the city! Also, during this confusion, massive amounts of green dragons appeared out of nowhere defending the city wearing the crest of the Empire! The next several sessions dealt with the players conducting missions to hinder the imperial rulership during the chaos, scouting missions, and missions to aid the general population under the Flame Gaurd's banner under the backdrop of the aerial battles over the protective force dome they were too weak to be involved in. Also, trying to figure out why someone would surgically put in a magic pin that would make all elves' bodies with it implanted disappear on death! Not even the Wizard PC or the Patron could figure it out.
Until, one day thier powerful Wizard patron, tattered and worn out from days of battle and having to be resurrected twice comes to them with a plan. Since the Merchant Prince's arch mage was known to be away because of intellegence reports and scrying, the PCs would be instrumental in a cunning plan. The patron had found a way into the Merchant Prince's compound in a desert area. Since most of the PCs were from that region and had the accents and mannerisms of the locals, they would be the perfect choices to infiltrate the palace and find out what the "weapon" was and how this pertained to all these hundreds of dragons that merely popped up out of nowhere when the patron himself only claimed to had seen 1 or 2 dragons his whole life!
So, equipted with stolen Palace Guard uniforms and passkeys gleaned at terrible costs. They were teleported to a small dug out hole under the floor and out of reach of the palace's dimensional anchor. After tense encounters helped with potions of glibness and the rogue's good roleplay, they ended up reaching the "weapon" room. Of course, the gaurds here were not so easily fooled because they all knew each other. It was a rough battle as the gaurds were levels higher and very well equipt.
But, our heroes made it through and opened the doors. There they saw the Merchant Prince wearing strange goggles in the middle of a huge inlaid wheel holding his hands on red and blue orbs almost oblivious to them as he seemed in a deep trance. Only when the rogue had his blade in his back, did the Merchant Prince snap out of it and yell, "You fools! I am the good guy here! You will rui....." and passed out dead.
Right then, the hero's patron wizard calls out and says in a voice in thier minds, "The dimension anchor focus is on a table in the far wall. Destroy it. Get the orbs and the guy's gear! You need to let me teleport you out quickly!" Within no time, they hear multiple dragon's breaths and screams from outside the massive doors they locked behind them as the whole palace was shaking violently. Just as 2 greens WITH AND ASSISTING a red bash through the door with a hole torn through the roof of the outside hallway, the patron shows up, throws up a wall of force and teleports them out of there!
Back in the safety of the Flame Tower, the PCs and the Patron and his apprentices look over the items. The City was safe. the formations of Dragons, defending and attacking, vanished. The orbs were the mythical Dragon Orbs that could control the minds of dragons thought lost in the eons. However, it did not explain why - even as powerful an Orb is - it could control completely hundreds of dragons even from thousands of miles away including dragons legends noted for having incredible willpower and resistances. That is, until the Wizard PC who had an eidilic(sp?) memory drew exactly and decribed exactly the markings on the floor.
After a days or so research with dusty, centuries old tomes the Patron and the PCs discovered references to a huge but incredibly fragile artifact called The Wheel. Supposedly, this artifact multiplied powers and effects difficulty and damage 100 fold! The tome mentioned there were many of these that the ancient Demon Lords in antiquity used to rule the whole planet with an iron grip. All of these were thought to have been destroyed. Fortunately, when the dragons went into a rage on the palace compound mad about being controlled, they inadvertantly destroyed this wheel cemented into the floor.
All agreed these orbs should be placed under the conservatorship of the Flame Tower because they were so dangerous and there are entire nations who would drool to get these. The strange goggles, however, could not be completely identified. All they could figure out was it granted darkvision. Since the magic on them was of middling power, the patron agreed to let the PCs have it. The rogue is the one who ended up getting it once loot was distributed. He would get far more than he bargained for!
Exhausted from a pretty stressful month or two and still having to plan for the Flame Tower's eventual plans of revolt, the PCs decide to visit an old haunt frequented by Dungeon Ball sports veterans and current players to catch up on old times with other NPCs they have not talked to in a while. It is then, the rogue PC decides to put on the glasses. What he sees leaves him shocked! The other PCs check on him to make sure he is okay.