Campaigns in a nutshell. Adventures in a sentence.

Dannyalcatraz

Schmoderator
Staff member
Supporter
Here's an interesting fact: Aspen Trees are a clonal species- they can spread by runners. One of the largest organisms on Earth is an Aspen grove in Utah’s Wasatch Mountains that has 41,000+ trunks.

That inspired this:

No Man's Land:

5000 years ago, a druid (whose name is lost to humanity...) of great power picked a large and remote island devoid of human life as his home, choosing a grove of aspen trees his most sacred space. At some point, he chose to cast Awaken upon one of the aspen...and the entire grove came to life! He had forgotten that Aspen spread by runners...the entire grove was actually one plant- and now it had a mind equal to his own. He trained it in the ways of the druids.

Eventually, death found the druid, but his greatest student lived on. Eventually, the Aspen grew enough in power that it began to experiment with Awaken itself. First, it made other Aspen and a few other mighty trees as self aware as it was, forming the Green Council, each a druid, cleric or mage in its own right. They, in time and in turn, granted awareness to some of the animals of the forest...bringing them into a society ruled by the Green Council, each day's food created by powerful magics.

As decades passed, the island became a great druidic haven, but still unknown to man.

1000 years ago, Man came...and he was not ready for what he found. The animals and trees welcomed those who resembled the one who had made their haven possible, but the ignorant sailors who found the island hunted for food for their journeys, and were driven back by the island inhabitants. The sailors returned to civilization to tell tales of the mysterious island to the East, where both animals and trees thought and fought as if men.

The Council's research of the civilized world (directly and through its awakened, shapechanged agents) has brought them much information about the destructiveness of man...and also solutions as to how to fight back. Those shapechanged agents often lived lives among the so called civilized men, bringing their children, natural shapeshifters, back to the island. The Council did much the same.

Now, the island is inhabited by more than trees and awakened animals. Alongside them now live natural shapechangers and other curious hybrids of man and beast or beast and plant...all members of an insular society on the island.

And they are leery of Mankind's intent.

(In game terms, the island is inhabited by Awakened Trees of the Green Council (each with 20 levels of some combination of Druid, Cleric, Wizard or Sorcerer, some with Epic levels); Awakened animals (any class, Rangers and Druids most common); Anthropomorphic Animals (see WOTC's Savage Species); Shapeshifters (see WOTC's Eberron, but instead of being linked to Lycanthropes, they are linked to Druids); and Woodlings (see WOTC's Monster Manual III).
 
Last edited:

log in or register to remove this ad

Gilladian

Adventurer
War in the North; my current campaign is quite generic, but the party is enjoying it. They're all members of a military group guarding the northern frontier of a dwarvish kingdom. To the north lies the home of ancient enemies - hobgoblins, giants, orcs and ogres. A new leader has arisen among them, and an ancient evil sorceress has ben awakened to join forces with him. Soon their armies will march south...
 

The Long Road: The modern world that we know has a hidden partner, Gaia, the realm of the fey and the magical, hidden from us for over a thousand years. Now, though, even those few who knew of Gaia are mysteriously barred from traveling between the two worlds, and the Bureau, law enforcers and keepers of secrets, are unable to protect mundanes against magical threats. Chance lands a group of travelers in the same Greyhound bus as the only man who might have the power to repair the breach, but they must survive terrorists, ghosts, assassins, and far more ancient and powerful foes if they are to succeed. Indeed, as they travel this long road, they must decide if magic even should have a place in the world, or if it should be left to fade away.
 


SpiderMonkey

Explorer
My current brand new campaign:

Beyond Boundless Space and Ageless Time.

200 years ago, a catastrophic event led to the fabric of reality between the Prime and the Far Realms to become thin and torn. The beasts that poured forth destroyed much of civilization; those who survive huddle behind the warded walls of overcrowded cities, ruled under the iron fists of the incanters (who need Forbidden Lore to learn the proper incantations).

If it were not for the fact that the outerbeasts are not acting in unison, humanity would have been wiped out long ago. Recently, however, they have been acting with something insidiously resembling purpose...

Who is organizing them?
How?
Why?

Find out next week, same bat-time, same bat-channel.
 

the Jester

Legend
A few pieces of my campaigns, past and present:

The Apocalypse- a series of terrible events presages the end of all things, when Tharizdun will awake and devour everything. Pools of blackness, called Pools of Tharizdun, are starting to appear, and they grow when things enter them (being devoured). Ultra-powerful Angels of the Apocalypse appear, able to destroy even gods. The pcs must go on a desperate quest to gather the pieces of an ultra-powerful artifact granting control of space, time, matter, energy, space and time in a last desperate struggles to stop Tharizudun from devouring Nature itself.

Of Sound Mind the Halfing Way- a group of halflings begins a series of adventures that will eventually lead them to a quest for the halfing Promised Land. The campaign follows themes of psionics, madness, prophecy and, of course, food. After we play this group my face often hurts because I laugh so hard.
 

Mr. Draco

First Post
Karanos - In ancient times, the first emperor made a bargain with Death to gain his power. The current emperor tries to cheat the bargain, but the backlash destroys civilization as you know it, and seals away magic for hundreds of years as bizarre undead wander the land. The heros died when Death punished the empire, but they're revived by a brave chieftan in the dark days, hundreds of years later, and with their rebirth, magic begins to reenter the world. Can they set right what went so wrong so many years ago, or will all life end at the hands of undead monstrosities?
 
Last edited:

Crust

First Post
Beneath Castle Grimstead
Goblins lairing in the ruins of Castle Grimstead spur a call to adventurers. Delving deeper into the ruins, a darker evil is discovered. The heroes discover that the goblins (along with drow elves and vampires) have been collecting victims for an ancient vampire known only as The Elder, who is seeking to create a new blood pit for himself in Faerun. The heroes must fight their way through a tribe of goblins, a drow coven, a sect of vampires, and countless guardian monsters to make their way to The Elder's blood pit, free any captives, and drive the Elder from Faerun! This campaign arc should take PCs from levels 1 - 11.

The Elder's Return
After having escaped destruction at the hands of powerful adventurers, The Elder returns from his refuge on The Barrens of Doom and Despair. With the aid of countless vampire servitors, a myriad of undead, and yugoloths from the Barrens, The Elder prepares to wage war. The true peril of the land lies in the eclipse that has settled over Faerun's sun! With the Elder's magic plunging the world into eternal darkness, the ancient vampire's army of daemons and vampires has surged up from the ruins of Grimstead. Can the PCs help turn the tide of this horde, shatter the eclipse darkening Faerun, and finally cast the Elder into the Void forever? This campaign arc should take PCs from levels 11-20.

Into the Barrens
With the armies of The Elder crushed and his eclipse spell disjoined, the heroes must follow The Elder into the Barrens of Doom and Despair as the vampire desperately escapes. It is on this infernal plane that The Elder has made his home, and it is up to the heroes to track down and destroy The Elder once and for all. Their trek will take them through the crimson landscape and into the frozen wastes of Loviatar's realm, to a great glacier where devil lords rule and guard the true sanctum of The Elder: a pocket plane full of the ancient vampire's most-deadly guardians and servitor vampires. The final confrontation with The Elder is at hand! This campaign arc is set for epic levels.
 
Last edited:

Dannyalcatraz

Schmoderator
Staff member
Supporter
Personally, I'm thinking this thread needs to be sticky- from what I've read here so far, its a good resource for GMs of any level of proficiency.
 


Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top