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List the 3 Coolest Parts of Your Homebrew World
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<blockquote data-quote="Richards" data-source="post: 8454400" data-attributes="member: 508"><p><u>Campaign: "RAIDERS OF THE OVERREACH" (D&D 3.5)</u></p><p></p><p>This is my son Logan's campaign, in which I'm a player. (He and I swapped roles from our other campaign.) I'd say the three coolest parts of his campaign are as follows:</p><p></p><p>1. We started out - literally at character creation - knowing whatever PCs we came up with would start out the campaign as slaves in a drow city. The other four players built surface-race PCs who had just been captured during a series of drow raids immediately before the start of the campaign, while I decided I'd be running a lizardfolk PC whose egg had been stolen from the surface and who had thus lived his entire life as a slave to the drow. This "campaign starting status" is unlike any other we've experienced before and has made for a unique campaign.</p><p></p><p>2. As a result of the drow-centric premise, this campaign has gotten a lot more involved in political scheming than any other campaign any of us has ever participated in. The city of Overreach has its Eight Noble Houses, of which the House of our drow masters was the third in line. Over the course of the campaign (thus far; we're at 15th level) we've seen Houses been destroyed and taken over by other rival Houses, been involved in conspiracies with other Houses, and fought off a drow matron who declared herself the Mortal Queen of all drow on the Material Plane and thus second only to Lolth Herself.</p><p></p><p>3. By far the coolest part of this campaign (in my eyes) is the fact that it is not only taking place in the same homebrew campaign world as Logan's previous campaign ("The Durnhill Conscripts"), but it's also taking place <em>over the exact same span of time </em>as the previous campaign. Logan's managed to interweave plots from the first campaign into this one and set things up such that the actions we've taken in this campaign have retroactively been the cause of things going the way they did in the previous campaign. Case in point: one of the major enemies we fought as the Durnhill Conscripts was the Mithral Mage, who had somehow broken out of Dwarven Hell where he'd been imprisoned. In this campaign, one of the potential ways to prevent a world-ending event (involving the Dying One, the severed head of an illithid Elder God still eking away an existence in the Far Realm) was for our PCs to break the Mithral Mage out of Dwarven Hell...so we did it, with these PCs having no idea how much grief we were giving our previous PCs by doing so.</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 8454400, member: 508"] [U]Campaign: "RAIDERS OF THE OVERREACH" (D&D 3.5)[/U] This is my son Logan's campaign, in which I'm a player. (He and I swapped roles from our other campaign.) I'd say the three coolest parts of his campaign are as follows: 1. We started out - literally at character creation - knowing whatever PCs we came up with would start out the campaign as slaves in a drow city. The other four players built surface-race PCs who had just been captured during a series of drow raids immediately before the start of the campaign, while I decided I'd be running a lizardfolk PC whose egg had been stolen from the surface and who had thus lived his entire life as a slave to the drow. This "campaign starting status" is unlike any other we've experienced before and has made for a unique campaign. 2. As a result of the drow-centric premise, this campaign has gotten a lot more involved in political scheming than any other campaign any of us has ever participated in. The city of Overreach has its Eight Noble Houses, of which the House of our drow masters was the third in line. Over the course of the campaign (thus far; we're at 15th level) we've seen Houses been destroyed and taken over by other rival Houses, been involved in conspiracies with other Houses, and fought off a drow matron who declared herself the Mortal Queen of all drow on the Material Plane and thus second only to Lolth Herself. 3. By far the coolest part of this campaign (in my eyes) is the fact that it is not only taking place in the same homebrew campaign world as Logan's previous campaign ("The Durnhill Conscripts"), but it's also taking place [I]over the exact same span of time [/I]as the previous campaign. Logan's managed to interweave plots from the first campaign into this one and set things up such that the actions we've taken in this campaign have retroactively been the cause of things going the way they did in the previous campaign. Case in point: one of the major enemies we fought as the Durnhill Conscripts was the Mithral Mage, who had somehow broken out of Dwarven Hell where he'd been imprisoned. In this campaign, one of the potential ways to prevent a world-ending event (involving the Dying One, the severed head of an illithid Elder God still eking away an existence in the Far Realm) was for our PCs to break the Mithral Mage out of Dwarven Hell...so we did it, with these PCs having no idea how much grief we were giving our previous PCs by doing so. Johnathan [/QUOTE]
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