Stormborn
Explorer
Here is an idea for a campaign that never materialized for us:
-The PCs leave a major metropolis to route some bandits that have been disrupting overland travel on one road leading out of the city. They eventually discover two things. First, the bandit chief is working for some unnamed highly placed city official who is seeking certian artifacts and books and is using the bandit's ambushes as cover. Second, the bandit chief has made his lair in a cave system, but something in it has been effecting his mind. This covers the early levels. As the game progresses the PCs discover that there is an ancient hidden temple beneath the bandit lair. Built by abberations, something inside is waking up and exerting its influence, first on the bandits and then others. Meanwhile in the city strange graphitti is appearing, seemingly the work of cults. The city official that was running the bandits is the head of this cult and is working to eliminate the PCs. Aberrations are manifesting in the city and portals to the Far Realms are opening. The key to stopping it may lay in the hidden temple, but there is an ancient order of guardians who will do anything to keep it from being opened. Meanwhile the cultist seek the weapons it contains; while the order of mindflayer monks that built it want control for themselves. While they may share the same goals as the humanoid group, they have no desire to share the power. Ultimatelly the goal of the offical in the city is to turn the city into a summoning circle for a city/god/concept-thing that resides in the Far Realms and bring it in so that it overlaps the city and can be used as a base to conquerer the world. Easilly enough to take a campaign into high levels.
I have also considered taking the basic begining of Warcraft 3 and have the PCs dispatched to find out why the smaller farming communities have broken off contact only to discover a zombie plague orchistrated by a necromancer who ultimately is working for a lich with designs on the kingdom.
-The PCs leave a major metropolis to route some bandits that have been disrupting overland travel on one road leading out of the city. They eventually discover two things. First, the bandit chief is working for some unnamed highly placed city official who is seeking certian artifacts and books and is using the bandit's ambushes as cover. Second, the bandit chief has made his lair in a cave system, but something in it has been effecting his mind. This covers the early levels. As the game progresses the PCs discover that there is an ancient hidden temple beneath the bandit lair. Built by abberations, something inside is waking up and exerting its influence, first on the bandits and then others. Meanwhile in the city strange graphitti is appearing, seemingly the work of cults. The city official that was running the bandits is the head of this cult and is working to eliminate the PCs. Aberrations are manifesting in the city and portals to the Far Realms are opening. The key to stopping it may lay in the hidden temple, but there is an ancient order of guardians who will do anything to keep it from being opened. Meanwhile the cultist seek the weapons it contains; while the order of mindflayer monks that built it want control for themselves. While they may share the same goals as the humanoid group, they have no desire to share the power. Ultimatelly the goal of the offical in the city is to turn the city into a summoning circle for a city/god/concept-thing that resides in the Far Realms and bring it in so that it overlaps the city and can be used as a base to conquerer the world. Easilly enough to take a campaign into high levels.
I have also considered taking the basic begining of Warcraft 3 and have the PCs dispatched to find out why the smaller farming communities have broken off contact only to discover a zombie plague orchistrated by a necromancer who ultimately is working for a lich with designs on the kingdom.