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WotC Talks About Dragonlance's Flying Citadel
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8815598" data-attributes="member: 11760"><p>The easiest (?) solution for a campaign is to have the big bad clearly up to <em>something</em> for the first part of the campaign, getting the knowledge (either from books or taking people prisoner) from arcane architects, great wizards, astronomers, etc. Then, the ritual to do <em>something</em> is clearly close at hand around level nine, and there's a hard-fought battle to get into the castle. Add a ticking clock onto the big battle and then, when it's counted all the way down, the castle <em>takes off</em>, possibly carrying some or all of the player characters with it, into the atmosphere and then, assuming they can't take control of it before then, into wildspace.</p><p></p><p>Those left on the ground have to give chase, to stop the villain from using their now vastly more powerful fortress to do who knows what. Luckily, one of the walls left behind also includes a tower, where one of the villainous bad guy's lieutenants was based, complete with notes explaining what just happened ... and research showing that a spelljamming vessel is hidden where the remaining player characters can get to it (after a suitable dungeon crawl, including some weird Spelljammer monsters and the like, to convey that things are about to be different in the back half of the campaign).</p><p></p><p>Then it's a simple matter of chase after the fortress, slip aboard, rescue <s>the princess</s> other party members, and defeat the villains in charge of the flying fortress. But before they destroy it, they learn that, while the villains might not have been great, they were creating the fortress to flee an imminent world-destroying threat <em>FROM SPAAAAAACE </em>and now have to use their new headquarters to gather allies from throughout multiple systems and take the fight to the alien warlord whose own even larger fortress, is currently barreling toward their home through the Astral Sea.</p><p></p><p>Anyway, that's what I'd do, as a DM.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8815598, member: 11760"] The easiest (?) solution for a campaign is to have the big bad clearly up to [I]something[/I] for the first part of the campaign, getting the knowledge (either from books or taking people prisoner) from arcane architects, great wizards, astronomers, etc. Then, the ritual to do [I]something[/I] is clearly close at hand around level nine, and there's a hard-fought battle to get into the castle. Add a ticking clock onto the big battle and then, when it's counted all the way down, the castle [I]takes off[/I], possibly carrying some or all of the player characters with it, into the atmosphere and then, assuming they can't take control of it before then, into wildspace. Those left on the ground have to give chase, to stop the villain from using their now vastly more powerful fortress to do who knows what. Luckily, one of the walls left behind also includes a tower, where one of the villainous bad guy's lieutenants was based, complete with notes explaining what just happened ... and research showing that a spelljamming vessel is hidden where the remaining player characters can get to it (after a suitable dungeon crawl, including some weird Spelljammer monsters and the like, to convey that things are about to be different in the back half of the campaign). Then it's a simple matter of chase after the fortress, slip aboard, rescue [S]the princess[/S] other party members, and defeat the villains in charge of the flying fortress. But before they destroy it, they learn that, while the villains might not have been great, they were creating the fortress to flee an imminent world-destroying threat [I]FROM SPAAAAAACE [/I]and now have to use their new headquarters to gather allies from throughout multiple systems and take the fight to the alien warlord whose own even larger fortress, is currently barreling toward their home through the Astral Sea. Anyway, that's what I'd do, as a DM. [/QUOTE]
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