unan oranis
First Post
So is anyone else closing their 3e campaing down in anticipation of starting your group all at 1st level in a new world/time in 4th?
How are you doing so?
My campaign arc is almost done, went something like this:
1. Whilst messing around in the astral plane on another quest, the pc's break a magical seal, which shatters all the imprisonment magic in the universe.
2. A super-diety prison, located on the pc's homeworld is in big trouble. Assorted Gods and epic leveled powers duel apacolyptic battle, the evil beings break and are chased all around the mega-verse, perhaps to be caught and imprisoned again in years to come.
3. The pc's come home. The entire world is dead. Only one holy site remains alive, a small garden that holds the spirit of the planet as well as the graves and monuments to all the npc's who died defending the planet, so that "x" amount of civilians and npcs could flee by magic means.
Because the ancient evils wanted to punish them for hosting the prison, this magical escape "noahs ark" had to go to a special dimension where they could never be found, even by the gods.
4. Shortly after the pc's have arrived at the garden, the scavengers come. An army of devils and demons assaults the garden. They want the spirit of the planet, which is in convenient gem form.
5. The pc's defeat the legions, and the pantheon of gods who formerly were the care takers of this world, give the pc's an epic quest to regenerate the planet.
6. They receive a time-bandits style map, with a list of 5 gods of each of the 9 alignments.
Their mission is to dip the planets spirit stone (aka lifestone) into the blood of two gods of every alignment on to the map. These new gods will shape the new world to come.
One of the pc's is given a special ability to open the portals that open to these gods realms, and there is a complicated set of "time bandit map" rules that make the decision of what order to go in tricky.
7. The pcs are approached by another, seperate diety. Once a wizard of great power and cunning, this god is on a mission to destroy all gods because he believes they impunge on mortals freewill.
With this lifestone artifact he could re-do the big-bang but this time with no real gods.
He makes his pitch to the pc's, they most likely reject (or you are ready for your 4th edition campaign to begin).
8. Unable to take the stone or act directly against a mortal withouth exposing himself to the good dieties wrath, he works his wily ways and creates a "death stone", and gathers unto him all the pc's regular villains (whichever ones escaped anyway) and puts them on the same quest, with the same map and so forth, but whose mission is to steal the lifestone from the pcs.
9. The pc's get to work. Each gods "blood" is some sort of symbolic thing that they have to arrange or find, such as the "ink from the quill of a loremasters final thesis" or "the blood of teachory" etc. Plus there are enviromental dangers/monsters of the gods given homes, some minor and some very brutal.
10. Big long campaign... about 6 months now... several near tpk, surprising amount of stealing the lifestone back and forth, wild urban/political missions and so on.
11. The heroes thwart the villains, regenerate their homeworld, advance to their epic destinies (more or less retired) and fastforward 500 years to the begining of a brave new 4th edition world, with heavy influences of the gods the players chose.
I'm nearing the end of stage 10, and considering some sort of crazy last bid by the evil wizard god to become a secret bonus god of the new realm... He's turned out pretty cool and it would be nice to have him as a "q" like character messing with the new pcs.
--
unan
How are you doing so?
My campaign arc is almost done, went something like this:
1. Whilst messing around in the astral plane on another quest, the pc's break a magical seal, which shatters all the imprisonment magic in the universe.
2. A super-diety prison, located on the pc's homeworld is in big trouble. Assorted Gods and epic leveled powers duel apacolyptic battle, the evil beings break and are chased all around the mega-verse, perhaps to be caught and imprisoned again in years to come.
3. The pc's come home. The entire world is dead. Only one holy site remains alive, a small garden that holds the spirit of the planet as well as the graves and monuments to all the npc's who died defending the planet, so that "x" amount of civilians and npcs could flee by magic means.
Because the ancient evils wanted to punish them for hosting the prison, this magical escape "noahs ark" had to go to a special dimension where they could never be found, even by the gods.
4. Shortly after the pc's have arrived at the garden, the scavengers come. An army of devils and demons assaults the garden. They want the spirit of the planet, which is in convenient gem form.
5. The pc's defeat the legions, and the pantheon of gods who formerly were the care takers of this world, give the pc's an epic quest to regenerate the planet.
6. They receive a time-bandits style map, with a list of 5 gods of each of the 9 alignments.
Their mission is to dip the planets spirit stone (aka lifestone) into the blood of two gods of every alignment on to the map. These new gods will shape the new world to come.
One of the pc's is given a special ability to open the portals that open to these gods realms, and there is a complicated set of "time bandit map" rules that make the decision of what order to go in tricky.
7. The pcs are approached by another, seperate diety. Once a wizard of great power and cunning, this god is on a mission to destroy all gods because he believes they impunge on mortals freewill.
With this lifestone artifact he could re-do the big-bang but this time with no real gods.
He makes his pitch to the pc's, they most likely reject (or you are ready for your 4th edition campaign to begin).
8. Unable to take the stone or act directly against a mortal withouth exposing himself to the good dieties wrath, he works his wily ways and creates a "death stone", and gathers unto him all the pc's regular villains (whichever ones escaped anyway) and puts them on the same quest, with the same map and so forth, but whose mission is to steal the lifestone from the pcs.
9. The pc's get to work. Each gods "blood" is some sort of symbolic thing that they have to arrange or find, such as the "ink from the quill of a loremasters final thesis" or "the blood of teachory" etc. Plus there are enviromental dangers/monsters of the gods given homes, some minor and some very brutal.
10. Big long campaign... about 6 months now... several near tpk, surprising amount of stealing the lifestone back and forth, wild urban/political missions and so on.
11. The heroes thwart the villains, regenerate their homeworld, advance to their epic destinies (more or less retired) and fastforward 500 years to the begining of a brave new 4th edition world, with heavy influences of the gods the players chose.
I'm nearing the end of stage 10, and considering some sort of crazy last bid by the evil wizard god to become a secret bonus god of the new realm... He's turned out pretty cool and it would be nice to have him as a "q" like character messing with the new pcs.
--
unan