Nature-heavy campaign - idea seeds wanted

I don't know 4Ed too well from the DMing side, but I'm not going to let that stop me!

1) it's a nature-centric campaign, so an adventure about "cleansing" a corrupted sacred grove is *ahem* a natural. There was a short story YEARS ago in Dragon in which some Druids sent an agent to cleanse a corrupted evil swamp and turn it back into its more natural form.

2) steal some Primeval plotlines- dinosaurs loose in the city after popping through mysterious glowing balls of light. Except as I recall, in Eberron, they don't have to be time or dimension portals, just teleporters.
 

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There's a bit of a common thread with your proposed PCs and the Gatekeepers all being marginalized or a least outside the mainstream society. IFIRC the Gatekeepers are a waning Druid circle so that they barely have the numbers to maintain the old seals.
You know. That's interesting in and of itself. The druid sect might be dying out. THe Gatekeepers could be trying to reach out to other outcastes or try to draw in new groups to fill their ranks. Hence PCs might also go on recruiting missions.

Another trick is that Xoriat is the Plane of Madness. But there's also a plane of chaos, whose name escapes me. What might be happening is that the Plane of Chaos might be bleeding over, and messing with the magic of the seals that keep out Xoriat. So it's sort of like spraying water on a fuse box to cut the power to a building, because you want to beat an electric security system. Ii could be Daelkyr types using the Chaos plane to muck with the seals, or Chaos types mucking with the seals because the a side effect of the Daelkyr's madness and their magic draws the Chaos plane closer..
 

Whatever you do make sure you use Stonehenge, and make sure you build it to the right scale (not like the stage designers in This is Spinal Tap). lol

But seriously, I like the idea of having a cult of "Defilers" that the PCs uncover in Stormreach (or other suitable city, town, village). You could build a mystery that finally leads to the source of "madness" or "chaos".
 

Using the PC's as diplomats to other druid (and other) factions sounds like a great idea until you check their sheets and realize none of them have social skills worth a darn. This may have changed over the holidays, and if it hasn't, I'll point it out. :D
 

In a blighted* forest, the few remaining members of the old druidic order have finally learned how to cure their home, once and for all, of this sickness. The PCs get involved to help; the druidic order's new plans are set back by repeated attacks from the environs. Eventually, the PCs learn that this conflict was instigated by the young druids -- for unlike their elders, they had never known the pristine jungles of old; they had their entire life lived in a forest dominated by blight, and they called the scarred and twisted ecosystem their home. What was a cure to the rest of the world was armageddon to them. And so the PCs must then make their choice. Who does this forest really belong to?

* you can replace this with anything setting-specific; I'm not intimately familiar with Eberron.
 
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