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<blockquote data-quote="aerofynn" data-source="post: 2174024" data-attributes="member: 4827"><p>Synopsis for my current campaign:</p><p></p><p>It is set in the Forgotten Realms and utilizes the Spelljammer rules from 2nd Ed. plus the Netheril 2nd Ed. box set. It was started before Spelljammer was redone for Dungeon magazine and Lost Empires.</p><p></p><p>The PCs wake up in the desert. They know each other but have no memory beyond that. This was an easy way of letting them start at 10th level. The previous campaign fizzled out after the DM moved and they didn't want to start over at first. This starts a series of adventures where they are just trying to reach Silverymoon and find out who they are. They run across several hostile encounters where the baddies apparently know more about them than they do. They even become mixed up in a war with Orcs who tried to conquer the Silver Marches in a series of very well timed attacks and sieges.</p><p></p><p>Once they make it to Silverymoon, they have a ceremony performed by the church of Mystra and some of their memories are returned. In narrative they learn that they were the crew of a spelljammer ship (not THE Spelljammer but an Elven Warbird) and they were searching for something in Arcane Space that tied into a prophecy. Specifically, they were searching for the banished Netheril enclave of Doubloon, which is now a pirate empire in Arcane Space. The prophecy told of the death of magic when the two cities returned. The captain learned of the return of Shade and when they returned to Toril, a pirate armada from Doubloon ambushed them. The captain sacrificed himself to save the crew and to protect them, wiped their memories.</p><p></p><p>The ultimate conclusion will see the diminishment of Mystra, when the old magic of Netheril breaks her tentative hold on the weave. Shar will then make her move to seize power with her Shadow Weave. If the PCs can pull it off, the conclusion will see one of the PCs realize she is Mystyl (the original goddess of magic) and another one is Amaunator.</p><p></p><p>I've built the pirate empire with inspiration from Star Wars. Doubloon is ruled by a cabal of half-dragon wizards known as Zenyths and their army is commanded by magically enhanced monster knights known as Agunals. What the PCs haven't learned yet is they are opposed by a group loyal to Selune known as the Celi Knights, which are comprised of 3 castes - the Arcanamachs, the Socaires, and the Mageliths (each implemented as a PrC). </p><p></p><p>I don't know. It maybe to specific or corny for what you're looking for.</p></blockquote><p></p>
[QUOTE="aerofynn, post: 2174024, member: 4827"] Synopsis for my current campaign: It is set in the Forgotten Realms and utilizes the Spelljammer rules from 2nd Ed. plus the Netheril 2nd Ed. box set. It was started before Spelljammer was redone for Dungeon magazine and Lost Empires. The PCs wake up in the desert. They know each other but have no memory beyond that. This was an easy way of letting them start at 10th level. The previous campaign fizzled out after the DM moved and they didn't want to start over at first. This starts a series of adventures where they are just trying to reach Silverymoon and find out who they are. They run across several hostile encounters where the baddies apparently know more about them than they do. They even become mixed up in a war with Orcs who tried to conquer the Silver Marches in a series of very well timed attacks and sieges. Once they make it to Silverymoon, they have a ceremony performed by the church of Mystra and some of their memories are returned. In narrative they learn that they were the crew of a spelljammer ship (not THE Spelljammer but an Elven Warbird) and they were searching for something in Arcane Space that tied into a prophecy. Specifically, they were searching for the banished Netheril enclave of Doubloon, which is now a pirate empire in Arcane Space. The prophecy told of the death of magic when the two cities returned. The captain learned of the return of Shade and when they returned to Toril, a pirate armada from Doubloon ambushed them. The captain sacrificed himself to save the crew and to protect them, wiped their memories. The ultimate conclusion will see the diminishment of Mystra, when the old magic of Netheril breaks her tentative hold on the weave. Shar will then make her move to seize power with her Shadow Weave. If the PCs can pull it off, the conclusion will see one of the PCs realize she is Mystyl (the original goddess of magic) and another one is Amaunator. I've built the pirate empire with inspiration from Star Wars. Doubloon is ruled by a cabal of half-dragon wizards known as Zenyths and their army is commanded by magically enhanced monster knights known as Agunals. What the PCs haven't learned yet is they are opposed by a group loyal to Selune known as the Celi Knights, which are comprised of 3 castes - the Arcanamachs, the Socaires, and the Mageliths (each implemented as a PrC). I don't know. It maybe to specific or corny for what you're looking for. [/QUOTE]
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