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General Tabletop Discussion
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How to switch campaign settings without being corny.
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<blockquote data-quote="Calico_Jack73" data-source="post: 1425261" data-attributes="member: 14403"><p>Wow! The posters here are ENWorld never cease to amaze me with their wonderful ideas! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>As for Midnight I was thinking of something similar to MerakSpielman's idea but have the escapee die in Faerun after telling a high ranking leader in the Church of Torm (or Helm) of the plight of the people in Aryth (the Midnight setting). Torm being the god of paladins or Helm as the god of guardians would appear to the PC's a dream stating his intent to send a champion to this unknown realm to rescue the innocents but is unable to do so directly. Instead, there is an incredibly powerful artifact in an evil demiplane (Ravenloft) known as the Rift Spanner which is able to open portals on even that unescapable plane. The party would have to find a way to Ravenloft, locate the Rift Spanner, and then use it to pierce the veil of Midnight. Who knows, after they've spent some time on the Demiplane of Dread Midnight may seem to be a welcome change. Anyway, the intent of this is to make the entire quest a hero's journey so that even if the PC's aren't powerful enough to make a difference when they set out on the quest by the time they get to Midnight they will be powerful enough to challenge the Night Kings and Izrador. </p><p></p><p>Too cheesy?</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1425261, member: 14403"] Wow! The posters here are ENWorld never cease to amaze me with their wonderful ideas! :) As for Midnight I was thinking of something similar to MerakSpielman's idea but have the escapee die in Faerun after telling a high ranking leader in the Church of Torm (or Helm) of the plight of the people in Aryth (the Midnight setting). Torm being the god of paladins or Helm as the god of guardians would appear to the PC's a dream stating his intent to send a champion to this unknown realm to rescue the innocents but is unable to do so directly. Instead, there is an incredibly powerful artifact in an evil demiplane (Ravenloft) known as the Rift Spanner which is able to open portals on even that unescapable plane. The party would have to find a way to Ravenloft, locate the Rift Spanner, and then use it to pierce the veil of Midnight. Who knows, after they've spent some time on the Demiplane of Dread Midnight may seem to be a welcome change. Anyway, the intent of this is to make the entire quest a hero's journey so that even if the PC's aren't powerful enough to make a difference when they set out on the quest by the time they get to Midnight they will be powerful enough to challenge the Night Kings and Izrador. Too cheesy? [/QUOTE]
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