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Farscape-esque shake up to D&D Campaign
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<blockquote data-quote="Kheti sa-Menik" data-source="post: 3247408" data-attributes="member: 22721"><p>I am thinking of shaking my campaign up. I'd like some input and feedback on what I plan to do.</p><p></p><p>We're playing a low magic D&D campaign in Magnamund, the setting for Mongoose Publishing's Lone Wolf RPG. Love the world (I was a huge fan of the LW Adventure Books of the 80s), hate the rules they hacked together. </p><p></p><p>The players have been doing some dungeon crawls against some kobolds and gnolls, working as security for a mining town where they beat back thri-kreen raids, and involved in some intrigue with the Cener Druids of Ruel.</p><p></p><p>I want to shake things up. In the campaign setting of Magnamund there is a realm known as the Dazairn Plane. It is a transitive plane mostly, filled with strange creatures...a very alien world. I plan on embellishing it, making it wild magic and with wierd time fluctuations. Instead of a corporeal realm, it is all Gray Void airless, gravity less with small or large patches of "civilization" here and there, unstable half worlds, beginning civilizations, dying races, etc. I have not been using extraplanar creatures in the campaign at all but on the Daziarn Plane is where the PCs would start meeting them as well as being exposed to psionics for the first time. I want to make it truly alien to the PCs.</p><p></p><p>I plan on using a Farscape-esque kind of plot line. For anyone who hasn't seen the show, astronaut John Crichton gets thrown into a far part of the galaxy after a failed experiement and gets tossed together with a group of alien convicts and spends 4 seasons trying to find a way back to earth while evading various dangers.</p><p></p><p>I want to force the PCs out into the void (read space) of the Daziarn Plane and strand them there trying to find a way home. I'll give them a ship of decent size and with ancient and powerful technology/magic (sans weapons) to safetly travel the gray void in search of a Shadow Gate to send them home. The ship I envision as powered with crystal/gem based magic. It won't be like Spelljammer, powered by a mage and the PCs certainly won't be able to step out on the deck unprotected. But I'll give a couple small runabout like boats to travel to the various lands and worlds they enounter. </p><p></p><p>A few planned campaign encounters:</p><p>- a very militant Githyanki Empire (Peacekeeper -like) who are in the mopping up stages of the total annihilation of the Githzerai race. </p><p>- the neogi, one of which the PCs ran into duing their travels in Magnamund and were perplexed what this creature was that they never found in their research</p><p>- ethereal marauders/filchers become a plague that have wiped out whole civilizations</p><p>- problems with the ship of course...a StarTrek/Farscape staple</p><p></p><p></p><p>The ship will have contain the soul/spirit of the Builder of the ship to assist in ship operations.</p><p>Occasionally there will be issues with the gem/crystals that power the ship</p><p>I'll throw in a few magical maguffins...like crystals that can translate languages on a limited basis, etc.</p><p></p><p>I'll also use this world as a pretext for, if the players want, replacing slain/retired PCs with strange and alien races as PCs. I'll have a few human-like races around too for those players not feeling adventurous.</p><p></p><p>The PCs' main motivation I can imagine will be both exploration, running from the various folks they've ticked off (although the neogi and githyanki will be among the very few on the Daziarn Plane who have discovered Void travel, most civs/populations will not have the magic/technology to travel to other half worlds and such)</p><p></p><p>Anyway, sorry for the long explanation.</p><p>Thoughts? Ideas for plots? Problems you can see arising? Input? Suggestions? Please share your opinions.</p></blockquote><p></p>
[QUOTE="Kheti sa-Menik, post: 3247408, member: 22721"] I am thinking of shaking my campaign up. I'd like some input and feedback on what I plan to do. We're playing a low magic D&D campaign in Magnamund, the setting for Mongoose Publishing's Lone Wolf RPG. Love the world (I was a huge fan of the LW Adventure Books of the 80s), hate the rules they hacked together. The players have been doing some dungeon crawls against some kobolds and gnolls, working as security for a mining town where they beat back thri-kreen raids, and involved in some intrigue with the Cener Druids of Ruel. I want to shake things up. In the campaign setting of Magnamund there is a realm known as the Dazairn Plane. It is a transitive plane mostly, filled with strange creatures...a very alien world. I plan on embellishing it, making it wild magic and with wierd time fluctuations. Instead of a corporeal realm, it is all Gray Void airless, gravity less with small or large patches of "civilization" here and there, unstable half worlds, beginning civilizations, dying races, etc. I have not been using extraplanar creatures in the campaign at all but on the Daziarn Plane is where the PCs would start meeting them as well as being exposed to psionics for the first time. I want to make it truly alien to the PCs. I plan on using a Farscape-esque kind of plot line. For anyone who hasn't seen the show, astronaut John Crichton gets thrown into a far part of the galaxy after a failed experiement and gets tossed together with a group of alien convicts and spends 4 seasons trying to find a way back to earth while evading various dangers. I want to force the PCs out into the void (read space) of the Daziarn Plane and strand them there trying to find a way home. I'll give them a ship of decent size and with ancient and powerful technology/magic (sans weapons) to safetly travel the gray void in search of a Shadow Gate to send them home. The ship I envision as powered with crystal/gem based magic. It won't be like Spelljammer, powered by a mage and the PCs certainly won't be able to step out on the deck unprotected. But I'll give a couple small runabout like boats to travel to the various lands and worlds they enounter. A few planned campaign encounters: - a very militant Githyanki Empire (Peacekeeper -like) who are in the mopping up stages of the total annihilation of the Githzerai race. - the neogi, one of which the PCs ran into duing their travels in Magnamund and were perplexed what this creature was that they never found in their research - ethereal marauders/filchers become a plague that have wiped out whole civilizations - problems with the ship of course...a StarTrek/Farscape staple The ship will have contain the soul/spirit of the Builder of the ship to assist in ship operations. Occasionally there will be issues with the gem/crystals that power the ship I'll throw in a few magical maguffins...like crystals that can translate languages on a limited basis, etc. I'll also use this world as a pretext for, if the players want, replacing slain/retired PCs with strange and alien races as PCs. I'll have a few human-like races around too for those players not feeling adventurous. The PCs' main motivation I can imagine will be both exploration, running from the various folks they've ticked off (although the neogi and githyanki will be among the very few on the Daziarn Plane who have discovered Void travel, most civs/populations will not have the magic/technology to travel to other half worlds and such) Anyway, sorry for the long explanation. Thoughts? Ideas for plots? Problems you can see arising? Input? Suggestions? Please share your opinions. [/QUOTE]
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