I really don't know where this concept that leveling up was somehow measurable by sessions or hours played. Sounds like some unnatural coastal wizardry to me. You level up when you have the XP to do so. That could take 2 months...could take 5. Might take all year if half your sessions are spent wasted in joking around and otherwise not getting anything done (in game). When you have the requisite XP, you go up a level.
This is my last D&D campaign
ever?! I'll decide how long it takes thank you very much. So we're going to throw that "1 year" model right out.
That said, when all the monsters and gold are tallied up, I will, conservatively, go with a rough "every 2 months of weekly [minimum] 4 hour session play." Soooo...let's say...5 years?
1 year for levels 1-5[ish]. 1 year t get up around level 10. A year and a half to get from 10-15. And the last year and ahalf to, maybe/hopefully, get up to 20 or low 20's. I imagine it going a lil' sumthin' like this...
Steel Dragons' Ultra Uber Final D&D Campaign of Tropes & Awesomeness EVAR!
Year 1: "Dungeons & Errands"
PC levels 1-5. Dungeon crawls and minor mysteries are the name of the game. Learning how to survive a life of adventure. From the goblins and kobolds to mimics and green slime to owlbears, ten foot poles and flasks of oil, all manner of traps, poison, petrification, strange magics and however many 1st and 2nd level PC deaths it takes for you to understand that trying to fight/kill everything in your path and/or creatures more powerful than you is not going to get you anywhere.
Goblins are raiding the farms. The cultists are kidnapping/charming/infiltrating. There are strange lights in the ole abandoned manor/tower/keep/ruin. There're bandits on the road to Biggertown, the caravan needs guards. The haunted forest is getting more haunted-er.
Obviously, as with all of these, at all levels, the specific adventures can not be...specific...as all will depend on what characters there are (what classes, races, backgrounds, etc..) and what
they decide to do/pursue.
A couple of things I would definitely like to include:
-
You all meet in a tavern in the hamlet of <safe homebase village>. Maybe this is random. Maybe you're all answering a summons from some mystery benefactor/patron. Maybe some of the PCs know each other already and live in this village.
- One of the adventures includes the party having to save/protect an orcish baker from the villagers who have all gone insane/aggressive after eating his pies (well known to be the best in the village). The baker is at a complete loss and terrified. Investigation may reveal some mischievous faye-magic at hand. Contain the villagers, they aren't EVIL, just bewitched. Save the baker. Figure out how to undo the mania and who/how the berries for the pies were enchanted.
- Toward the end of this year (4th-5th level range) one of the adventures takes the party for a little jaunt into the Land of Faerie. They may/could make a potential ally[ies] and...should (hopefully)...thwart/frustrate/insult or otherwise find a foe in a particular dark sidhe prince.
- A random encounter with some assassins might not be a bad idea either.
- A local sage <insert wizened name> NPC who takes an interest in the party's adventures, possibly supplying them with missions, possibly the cause for their coming together in the first place?
Year 2: "Duchies & Dragons"
PC levels 5 -10ish. The dungeon crawls continue, but take on a longer/more involved slant...traveling further afield, taking on summons from local lords (or a particular local lord) who have begun to hear of the adventurer's exploits/(hopefully) successes. Adventures may involve some aquatic stuff, some flight...more remote locations...stranger monsters and more involved plots.
A hobgoblin tribe is raiding, taking slaves more than food or goods. A local baron's land is rumored to be under a curse of lycanthropy. [Yes, of course the baron and his whole family are werewolves!] A powerful "warlock" [title/preutation not necessarily "class"] is raising undead and causing general magical mayhem. Assassinations against nobility are happening. Two attempts on the Duke's life have been thwarted. Rumors say some of the ninja-like assassins are actual skeletons! A legendary dragon from the north, unheard of for over 50 years, is said to have risen. Some say it has claimed a lair in the northern reaches of the duchy. Hints may be dropped throughout the year of a rising evil or unknown power "amassing in the north." [cuz evil is always amassing
someplace!]
General elements I'd hope to include:
- Tracking down/thwarting the assassins guild responsible may become a major theme of this year. The head of the assassins are a mysterious thiefty/magey/assassin/warlock calling himself "the Wraith." He is a half-elf...guess who his father is? Whether slain or thwarted, the party will increase their enmity from the dark sidhe prince.
- Attracting the notice and (hopefully) gratitude and support of the local nobles, culminating in saving the Duke himself from an assassination attempt.
- A vampiric Earl who the warlock is actually working for and may be the actual Big Bad of this year (likely to go undiscovered until the very end and to escape and fight another day

. Defeating his attempted usurping of the Duke might earn the company the vampire's lands/stronghold for themselves.
- Toward the end of this cycle, the party (or at least one of the members) are granted/claim/construct a stronghold/domain to call their own. Followers begin to show up in droves to support the great heroes of the realm. If granted the land, by, say, a thankful Duke, the party's first order of business is to take out the red dragon that has moved into now
their lands. (Depending on the party's power level at this point, maybe a pair of dragons or adult and a few younglings or something).
- Given a stronghold/domain or not, a major battle with a powerful red dragon is a must. It
is on the move from the north and will taunt and mock pity for the poor mortals in the face of the tide of evil that is on its way..."You can not hope to stop it."
Year [end of] 2 - 3.5 : "Artifacts & Underdarks"
PC levels 10ish-15ish
Things are gonna get REOL! Frost giants (their existence forgotten or disbelieved by all but the elves and dwarves) are attacking from beyond the north mountains/glaciers. They fight for/follow a lord/god/king of mythic proportions [think Thyrm or some other such like] with cryohydrae and white dragon artillery and loads of cold/ice magic behind them. They are looking to bring about a new Ice Age. Masses of other giantkin and all lesser creatures of evil and/or cold join/follow in their wake.
Note: This isn't
Againt the Giants. "Giants are raiding? Let's go get 'em!" Nuh-no. This is war!
Find the artifacts to defeat the giants. Make some jaunts to other planes. Loads of researching ways to defeat them and making (hopefully) allies. Take a foray into the Underdark to find the Drow are, in fact, behind the war but, naturally, for their own reasons/purposes. You need to organize, strategize and use your kick-butt abilities as much as good ole fashioned common sense and diplomacy.
General elements I'd like to include [again, all dependent on the players and their choices]:
- Before entering this cycle: Every Player gets to make a secondary PC at half their original's level (so figure in the 5th-6th level neighborhood to start). This can be a retainer, a student, a colleague, heroic sidekick, contact, bodyguard, whoever the player's want to make this other classed semi-PC. They can bring them along on adventures for fodder, added muscle/fire-power, watching/managing the stronghold/lands, messengers, errand boys, ambassadors/emissaries to other rulers, whatever the players want to use them for.
- Tracking down the "Last Titan" (and elderly storm giant) to find out about the "Jotunic" artifacts/ways to defeat the frost giant forces.
- One possibility: Rouse/find the Fire Giants (not seen in the world in centuries), the Frost giants' mortal enemies. Naturally, this will bring about a War of Giants, inadvertently wreaking havok and devastation across the realms.
- The Drow are HOPING/manipulating the situation to bring the fire giants back to the world, specifically TO cause a giant war that will ruin the surface. Specifically, they are trying to rouse <insert mythic fire giant lord/god/king> as they know a confrontation between the fire giant god-king and the frost giant god-king will, effectively, create atomic level destruction on the surface world. Naturally, the drow have (long ago) found and hidden the final/most powerful/only[?] artifact the PCs need...and who is their most powerful extra-planar patron? A certina dark sidhe prince.
- General Underdark sojourn with all the Underdarky evil evil EVIL drowy, demony and tentacular goodness that entails.
- Defend/protect various regions/strongholds against incursions/seige. This could entail a few sessions of Mass Combat battlesystem stuff (if the players are so interested) or simple large scale battle scenarios with the PCs acting individually.
- A lich is/has been watching the heroes, maybe attempting to thwart them throughout this cycle, [its involvement maybe known by the drow, maybe not] in hopes that the energies of life/death caused/released by a catastrophic Giants' War can make him[her?] a demi-god/-lich. Among other benefits, he won't have to worry when that dark sidhe prince turns the surface realms into a shadowy wicked faerieland for his drowish minions.
- And/or slay the Frost giant lord/god/king. (and possibly have to then take out the fire giants as well).
Year [end of] 3.5 - 5: "Dangers & Demigods" a.k.a. "D&D Unlimited!"
PC levels 15ish + (hopefully culminating/capping into the low 20s)
The Giant War may or may not be continuing. The drow may or may not still be in the mix. But the PCs are, indisputably, the Justice League.
They are the most powerful heroes existing in the present world.
Their Legion of Doom awaits: The dark sidhe prince. The vampire [vampire-wizard?]. The warlock, if he survived (obviously significantly more poweful). An ancient red dragon (either the one they fought previously, if it survived, or a sibling/mate/parent of that one who hates the party for the loss of their kin]. The lich (who may or may not be a demi-lich/god by now.). A drow matron..and maybe a Fire or Frost giant king (whoever's left). The schemes are many and the goals simple: Destroy these PCs so that evil can win/reign!
In general, the PCs might be pursuing demi-godhood/immortality of their own at this point, raising armies...raising families[?], jumping planes, and overall following leads to thwart local, world and multiverse threatening evils.
All of which, eventually, leads them back to this Council of Evil and, sooner or later...well, later...at the end...a final-mega-ultra-super-climactic-showdown battle shall ensue in which the PCs either perish or emerge victorious and undisputed rulers/protectors (and possibly new deities) of the world.
Oh, that sage NPC that took an interest in you in the beginning (assuming he's still alive), has probably been showing up and offering some useful info all throughout your journey...possibly even becoming (being hired as) a councillor for the party when they become land holders. He is actually a gold dragon emisary of some uber-deity and, with the defeat of the "Legion of Doom", you are all offered godhood/immortality.
...Theeennn the players can tell me if they want to keep going or if we should start over and play another campaign.

HEY, you said it was going to be
my last one! The
players might want to play s'more and who am I to deny them?


Again, the general flow is really up to the players and their PCs. A party with a bunch of clerics and/or druids, looking at more philosophical/theological themes and inter-temple and extra-planar intrigue s entirely likely...or could be a "side" plot. Romance stories are sure to come and go with at least one player. Mages may want to spend years of in game time making items and new spells. So, maybe a cabal of liches has actually been running the mage guild for centuries and now the players have to stop them/the liches become the Big bads. Fighters, Rangers and Paladin players want to set up a whole kingdom of individual realms for them to defend/make war against other nations with. Maybe players want to spend more time in the stronghold/dominion management area and so we more of that and less traveling. It's all up in the air...but I think, in general, the above sounds like a few good years of rollicking good D&D time.
Cheers and Happy Monday, all.
-SD