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[4e, Maptools] Players wanted for Long Term Game
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<blockquote data-quote="Rechan" data-source="post: 4931506" data-attributes="member: 54846"><p><u>The Campaigns</u></p><p></p><p>1) </p><p>[sblock]This is no age for heroes. </p><p></p><p>The Northern Empire is long dead, smote by plague, famine, and the death of its God Empress and her Holy Daughters, angels made flesh that healed the sick. Now ice-faced fiends lick at the southern borders, omens of death. To the East the Great Walls of Zinna built by Erathis himself have tumbled and shattered as the earth shakes beneath the horde of the Horseaters, flooding past the tumbled walls. Holy men, sworn to peace and love, take arms to defend themselves, as the citizens turn to savage gods of slaughter for protection. Spirits and elementals of the Southern deserts revolt against the people that need them. The jungles of the far West have filled with a fog. The masked mute tribes have fled their ancestral home, and are now gaunt, sometimes marked with wounds and lashes, and their masks twisted into expressions of pain and fear.</p><p></p><p>It is not only the humans that have seen signs of the end. Dragonborn eggs hatch and spill out nothing but blood and bones. Tieflings turn on their kin and slaughter friends and family in the night when the Black Moons turn and run, still covered in blood, to the west, which you'd think might be normal for the demonspawn but as the Black Moons approach the Tieflings go white as salt with fear. Shifter oracles without warning scream and scream until they drown in their own blood.</p><p></p><p>This is no age for heroes. It is an age for Saints and Miracles, else the light will be swallowed by the night.</p><p></p><p>Campaign Elements: Dark-toned High & Epic fantasy. Character Goal driven adventures. Minor sandbox, politics and nation building. Combat medium, roleplay light to medium.</p><p></p><p>Props to Sons of Kryos, where I totally stole 90% of this material from.[/sblock]</p><p></p><p>What you need to know about this campaign:</p><p>[sblock]This campaign is about turning the tide. Making the world a better place. You are practically the last hope to keep the whole place from plunging into the abyss. </p><p></p><p>Because of this, I'm going to do it very open-ended. The party points to a place on the "map" and says, "We start here". And that's where you start. You are welcome to "go" anywhere, as long as you follow through when you find something you want to accomplish.</p><p></p><p>But I expect goals for your characters. Like "I want to avenge my family/clan" "I want to save the plight happenign to my race" "I want to carve out a safe haven in this world" "I want to solve Y". Players can choose quests to accomplish at any time.I expect you to play heroes. You can be a dark, tortured anti-hero, but you should still have a goal that ties you to the campaign. You also have to have a reason to adventure with the group.</p><p></p><p>You are welcome to flesh out areas on the map pertaining to your background (or well, anything). Add new places, or give more detail to certain areas. Don't like the plot hook I have for your race? Pitch me a new one. There isn't one for your race? Toss out one. You want to create a new god your character wants to worship? Bring it.[/sblock]</p><p></p><p>#2</p><p>[sblock]Two years ago, ships reported a new land. They set up camp. Ships were launched. </p><p></p><p>One year ago, all communication was lost, and none have returned. Now, curiosity and ambition have won over the fear of the unknown. A new world rife with mystery and resources. Untamed land to be explored. Natives to be converted. </p><p></p><p>You are on the first boat for that far off destination of the unknown. Welcome to Tajande, the dark continent. You have a claim in the colony to be established. What you do when you reach those tropical shores is yours to make.</p><p></p><p>Campaign Elements: Exploration, politics and nation building. DM and Group goal oriented adventures. Combat medium to heavy, roleplaying light to heavy.[/sblock]</p><p></p><p>What you need to know about this campaign</p><p>[sblock]This campaign is more narrowly focused, but with wiggle room. I'm only going to give bare bones about the "home continent", so you're welcome to flesh it out for character background purposes. </p><p></p><p><strong>Certain races and classes are "limited" to originating in the "New World".</strong> if you're going to play one of the races/classes/cultures that come from the "New World", then you have to have come over to the "Old World" before the first colony disappeared, and are now going back. Also, <strong>your character must have a reason to go to the New World</strong>, and a reason to stick with the party once everything is said and done. </p><p></p><p>The nature of the campaign's focus depends on what the group wants. If the idea of actually RUNNING the colony excites you, your characters can be in charge, and running the colony, gathering resources, expanding it, etc, can play heavily on the types of adventures. If the group would prefer more exploration, than being Lewis and Clark is definitely doable. If the group prefers politics and intrigue, then negotiating with natives and making power plays with the local spirits is in order. The campaign will have elements of all of these, but the extent will depend on the group's tastes. </p><p></p><p>Also, the nature of the new colony is up to the players as well. It could be an extension of a nation back home, a merchantile endeaver (seeking resources) funded by Nobles, maybe religiously motivated (missionaries or a persecuted sect), a refugee group from the "Old World", or a penal colony. Your character concept isn't limited by the colony's nature, but colony's purpose sets a certain tone and offers flavor, so that's up to the players what they would like.[/sblock]</p></blockquote><p></p>
[QUOTE="Rechan, post: 4931506, member: 54846"] [u]The Campaigns[/u] 1) [sblock]This is no age for heroes. The Northern Empire is long dead, smote by plague, famine, and the death of its God Empress and her Holy Daughters, angels made flesh that healed the sick. Now ice-faced fiends lick at the southern borders, omens of death. To the East the Great Walls of Zinna built by Erathis himself have tumbled and shattered as the earth shakes beneath the horde of the Horseaters, flooding past the tumbled walls. Holy men, sworn to peace and love, take arms to defend themselves, as the citizens turn to savage gods of slaughter for protection. Spirits and elementals of the Southern deserts revolt against the people that need them. The jungles of the far West have filled with a fog. The masked mute tribes have fled their ancestral home, and are now gaunt, sometimes marked with wounds and lashes, and their masks twisted into expressions of pain and fear. It is not only the humans that have seen signs of the end. Dragonborn eggs hatch and spill out nothing but blood and bones. Tieflings turn on their kin and slaughter friends and family in the night when the Black Moons turn and run, still covered in blood, to the west, which you'd think might be normal for the demonspawn but as the Black Moons approach the Tieflings go white as salt with fear. Shifter oracles without warning scream and scream until they drown in their own blood. This is no age for heroes. It is an age for Saints and Miracles, else the light will be swallowed by the night. Campaign Elements: Dark-toned High & Epic fantasy. Character Goal driven adventures. Minor sandbox, politics and nation building. Combat medium, roleplay light to medium. Props to Sons of Kryos, where I totally stole 90% of this material from.[/sblock] What you need to know about this campaign: [sblock]This campaign is about turning the tide. Making the world a better place. You are practically the last hope to keep the whole place from plunging into the abyss. Because of this, I'm going to do it very open-ended. The party points to a place on the "map" and says, "We start here". And that's where you start. You are welcome to "go" anywhere, as long as you follow through when you find something you want to accomplish. But I expect goals for your characters. Like "I want to avenge my family/clan" "I want to save the plight happenign to my race" "I want to carve out a safe haven in this world" "I want to solve Y". Players can choose quests to accomplish at any time.I expect you to play heroes. You can be a dark, tortured anti-hero, but you should still have a goal that ties you to the campaign. You also have to have a reason to adventure with the group. You are welcome to flesh out areas on the map pertaining to your background (or well, anything). Add new places, or give more detail to certain areas. Don't like the plot hook I have for your race? Pitch me a new one. There isn't one for your race? Toss out one. You want to create a new god your character wants to worship? Bring it.[/sblock] #2 [sblock]Two years ago, ships reported a new land. They set up camp. Ships were launched. One year ago, all communication was lost, and none have returned. Now, curiosity and ambition have won over the fear of the unknown. A new world rife with mystery and resources. Untamed land to be explored. Natives to be converted. You are on the first boat for that far off destination of the unknown. Welcome to Tajande, the dark continent. You have a claim in the colony to be established. What you do when you reach those tropical shores is yours to make. Campaign Elements: Exploration, politics and nation building. DM and Group goal oriented adventures. Combat medium to heavy, roleplaying light to heavy.[/sblock] What you need to know about this campaign [sblock]This campaign is more narrowly focused, but with wiggle room. I'm only going to give bare bones about the "home continent", so you're welcome to flesh it out for character background purposes. [b]Certain races and classes are "limited" to originating in the "New World".[/b] if you're going to play one of the races/classes/cultures that come from the "New World", then you have to have come over to the "Old World" before the first colony disappeared, and are now going back. Also, [b]your character must have a reason to go to the New World[/b], and a reason to stick with the party once everything is said and done. The nature of the campaign's focus depends on what the group wants. If the idea of actually RUNNING the colony excites you, your characters can be in charge, and running the colony, gathering resources, expanding it, etc, can play heavily on the types of adventures. If the group would prefer more exploration, than being Lewis and Clark is definitely doable. If the group prefers politics and intrigue, then negotiating with natives and making power plays with the local spirits is in order. The campaign will have elements of all of these, but the extent will depend on the group's tastes. Also, the nature of the new colony is up to the players as well. It could be an extension of a nation back home, a merchantile endeaver (seeking resources) funded by Nobles, maybe religiously motivated (missionaries or a persecuted sect), a refugee group from the "Old World", or a penal colony. Your character concept isn't limited by the colony's nature, but colony's purpose sets a certain tone and offers flavor, so that's up to the players what they would like.[/sblock] [/QUOTE]
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