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Considering our next campaign goal
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<blockquote data-quote="Jacob Marley" data-source="post: 6162019" data-attributes="member: 89537"><p>We once ran a game set in Ringland, the Shield Lands, Greyhawk. This was after Iuz had conquered the Shield Lands and orcs roamed the lands freely. Ringland was a point-of-light in an otherwise dismal land. The orcs and Iuz were unable to perceive the existence of Ringland due to the Fount of Heironeous - a powerful artifact that prevented those of an evil alignment from closing within a couple of miles of the fount's location (with one major exception*). It also prevented us from scrying or teleporting out of Ringland. The fount was also slowly failing. The PCs goals were: First, to communicate with the outside world (Furyondy or Nyrond); Second; find a way to save the fount; Third, take the battle to Iuz and liberate the Shield Lands. </p><p></p><p>I think something interesting could be done by taking this suggestion and merging it with [MENTION=6674868]RUMBLETiGER[/MENTION]'s and [MENTION=2303]Starfox[/MENTION]'s suggestions above to alleviate your concern.</p><p></p><p>Imagine a world completely overrun by orcs save for a few points-of-light (these can vary in size from small communities to larger regions). Each of the points-of-light is being sustained by a powerful, but failing artifact. Somewhere, outside the safe regions are portals that once connected the world together. These could be in old ruined cities and dungeons, whatever. The party starts out in one area with the mission of finding one of these portals. (Obviously the portal leads to the next DM's location.) The early part of the campaign revolves around finding and connecting these portals together. The campaign then transitions into how do save the failing artifacts. And so on.</p><p></p><p>Additionally, you could run adventures of intrigue within a particular point or between two points as different cultures start to once again interact. Outside the points are more classic adventures exploring old ruins and fighting the ever-present orcs. Once the portals become established there really is no limit to threads you can develop.</p><p></p><p>* There was a demon trapped in an adamantine cage who constantly pounded on it in a futile attempt to escape. He would curse the inhabitants of Ringland and promise to kill each and every one of us. He was a constant reminder of the danger we would face should we fail.</p></blockquote><p></p>
[QUOTE="Jacob Marley, post: 6162019, member: 89537"] We once ran a game set in Ringland, the Shield Lands, Greyhawk. This was after Iuz had conquered the Shield Lands and orcs roamed the lands freely. Ringland was a point-of-light in an otherwise dismal land. The orcs and Iuz were unable to perceive the existence of Ringland due to the Fount of Heironeous - a powerful artifact that prevented those of an evil alignment from closing within a couple of miles of the fount's location (with one major exception*). It also prevented us from scrying or teleporting out of Ringland. The fount was also slowly failing. The PCs goals were: First, to communicate with the outside world (Furyondy or Nyrond); Second; find a way to save the fount; Third, take the battle to Iuz and liberate the Shield Lands. I think something interesting could be done by taking this suggestion and merging it with [MENTION=6674868]RUMBLETiGER[/MENTION]'s and [MENTION=2303]Starfox[/MENTION]'s suggestions above to alleviate your concern. Imagine a world completely overrun by orcs save for a few points-of-light (these can vary in size from small communities to larger regions). Each of the points-of-light is being sustained by a powerful, but failing artifact. Somewhere, outside the safe regions are portals that once connected the world together. These could be in old ruined cities and dungeons, whatever. The party starts out in one area with the mission of finding one of these portals. (Obviously the portal leads to the next DM's location.) The early part of the campaign revolves around finding and connecting these portals together. The campaign then transitions into how do save the failing artifacts. And so on. Additionally, you could run adventures of intrigue within a particular point or between two points as different cultures start to once again interact. Outside the points are more classic adventures exploring old ruins and fighting the ever-present orcs. Once the portals become established there really is no limit to threads you can develop. * There was a demon trapped in an adamantine cage who constantly pounded on it in a futile attempt to escape. He would curse the inhabitants of Ringland and promise to kill each and every one of us. He was a constant reminder of the danger we would face should we fail. [/QUOTE]
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