I'm putting a new group together. When we meet, I am going to present to them four campaigns I am interested in running.
What I'd like is some opinions on how these summaries look; if there are any overt errors, if they could be made better, etc.
Campaign 1: Exploration, Horror, and Frontier Life
Across the harsh Bitter Sea lays the continent of Tajande. What exists beyond the vine-choked shorelines, little is known. The coast is rich in resources, exotic foods and medicines, and strange beasts and peoples lurk in the jungles.
Six years ago, a colony was established there. One year after the first tent pole sunk into the earth, no ship returned.
Your job, should you choose to accept it: discover what remains of the colony, and then pierce beyond into the continent itself.
Campaign 2: Deeds of Heroism, Sandbox, and Nation Building
The world does not need heroes.
The jungles in the west, filled with an eerie yellow mist, have driven the mute, mask-wearing natives from their home. The death of the God-Empress and her holy daughters of the Andarian Host was the first crushing blow, but plague and famine have torn asunder the peoples of the North as surely as any blade. Guild wars to the East have settled brother against brother, reducing man to beasts thirsting for coin and death. Reports from the Mortal Courts of the Raven Queen, written in blood, say the demons of death and the fury of the Fire and Thunder Below gnaw at either side of the southern mountain kingdom. Tieflings go mad and slay their kin at the height of the Red Moon. Dragonborn eggs hatch and spill out nothing but blood and bones.
This world does not need heroes. It needs miracles and saints.
(Sidenote: This is stolen almost whole-cloth from the 'No Age for Heroes' 4e campaign posted in the General forum. Just wanted to give props to that DM whose name escapes me.)
Campaign 3: Anti-Hero, Sandbox, Survival
Cold rock under your back. Miserable gruel in your belly. Gotta get out. But Blackcrag is a tough lock up to bust. Bars all around you. The inmates with lean and hungry looks. Gotta get out. But Devil Rock is a harsh mistress to climb down. Warden comin’ down with his scourges. Time keeps on raging. Gotta get out. But the Hundred Year Desert is out there, glarin’ away.
Someone you know is on the inside. Maybe they can help you get out. But where you going to go once you get out?
The life on the outside as a fugitive is one you have to carve yourself.
Campaign 4: City, Heroes, Political Intrigue intermixed with Battle
There’s a hole in the world like a great black pit
Where the vermin of the world inhabit it
And its morals aren’t worth what a pig could spit
And they call it… Korvosa.
The city of Korvosa. Physically it sits in the untamed realm of Varisia, and politically the imperiled empire that founded it holds it on the brink. While threatened before, the city is now under siege from within. From the slums above the streets known as the Shingles and the sewers and crypts below, within the streets themselves as civil unrest and aggression against the Crown, to the very seats of power that look down upon the hive of skum. The so-fabled cursed Crimson Throne may not be immune to this spreading darkness.
Enemies lurk in surprising places, and might be allies for battles not settled by sword or spellfire. The Common Man’s hero Blackjack is no where to be seen; Korvosa needs new saviors.
What I'd like is some opinions on how these summaries look; if there are any overt errors, if they could be made better, etc.
Campaign 1: Exploration, Horror, and Frontier Life
Across the harsh Bitter Sea lays the continent of Tajande. What exists beyond the vine-choked shorelines, little is known. The coast is rich in resources, exotic foods and medicines, and strange beasts and peoples lurk in the jungles.
Six years ago, a colony was established there. One year after the first tent pole sunk into the earth, no ship returned.
Your job, should you choose to accept it: discover what remains of the colony, and then pierce beyond into the continent itself.
Campaign 2: Deeds of Heroism, Sandbox, and Nation Building
The world does not need heroes.
The jungles in the west, filled with an eerie yellow mist, have driven the mute, mask-wearing natives from their home. The death of the God-Empress and her holy daughters of the Andarian Host was the first crushing blow, but plague and famine have torn asunder the peoples of the North as surely as any blade. Guild wars to the East have settled brother against brother, reducing man to beasts thirsting for coin and death. Reports from the Mortal Courts of the Raven Queen, written in blood, say the demons of death and the fury of the Fire and Thunder Below gnaw at either side of the southern mountain kingdom. Tieflings go mad and slay their kin at the height of the Red Moon. Dragonborn eggs hatch and spill out nothing but blood and bones.
This world does not need heroes. It needs miracles and saints.
(Sidenote: This is stolen almost whole-cloth from the 'No Age for Heroes' 4e campaign posted in the General forum. Just wanted to give props to that DM whose name escapes me.)
Campaign 3: Anti-Hero, Sandbox, Survival
Cold rock under your back. Miserable gruel in your belly. Gotta get out. But Blackcrag is a tough lock up to bust. Bars all around you. The inmates with lean and hungry looks. Gotta get out. But Devil Rock is a harsh mistress to climb down. Warden comin’ down with his scourges. Time keeps on raging. Gotta get out. But the Hundred Year Desert is out there, glarin’ away.
Someone you know is on the inside. Maybe they can help you get out. But where you going to go once you get out?
The life on the outside as a fugitive is one you have to carve yourself.
Campaign 4: City, Heroes, Political Intrigue intermixed with Battle
There’s a hole in the world like a great black pit
Where the vermin of the world inhabit it
And its morals aren’t worth what a pig could spit
And they call it… Korvosa.
The city of Korvosa. Physically it sits in the untamed realm of Varisia, and politically the imperiled empire that founded it holds it on the brink. While threatened before, the city is now under siege from within. From the slums above the streets known as the Shingles and the sewers and crypts below, within the streets themselves as civil unrest and aggression against the Crown, to the very seats of power that look down upon the hive of skum. The so-fabled cursed Crimson Throne may not be immune to this spreading darkness.
Enemies lurk in surprising places, and might be allies for battles not settled by sword or spellfire. The Common Man’s hero Blackjack is no where to be seen; Korvosa needs new saviors.
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