Need some help on a setting

Gilwen

Explorer
My current players are playing in the kingdom of kalamar and have just help end a war by helping destroy the evil bad guy. But before they could the evil bad guy unleashed a device that he had created, it is basically a chaos generator and allows randoms things to happen to those caught within in it's radius. So the characters are caught in chaos limbo for now and I was thinking of things that could happen since they will be leveling up to 20th level and we plan to take it into the epic levels. Now I don't just want to throw them back into the Kalamar setting I want to introduce a new set of challenges to them. I was thinking about transporting them to a plane of existance where even a commoner could give them problems. I thought about having the ppl of the plane be epic level already but that would require them to be epic level from birth otherwise how would one survive long enough to become epic if everything including animals where bigger and badder. So then I thought about a plane where everyone would have the paragon template. I think this solves my problem but would like to know what ppl think about that idea and what you would possibly do if your were running this campaign.

Thanks,

Gil
 

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I would personally find being put down back to 1st-level in terms of power very frustrating. I didn't climb 20 levels for this (OK, I didn't climb 20 levels period, but allow me some freedom of expression).
If I were you, I would instead move them to a plane that is threatened by several Epic challenges, enough to wrap some good stories around. I would take a good, hard, look at the Oathbound setting. Alternatively, I'll send them (literally) to Hell, a prison they would need to escape just like all demons trapped within, or to the Planes (perhaps setting them loose on the Great Mordon March plot from Planescape or something).
I would also tell my players the campaign setting is getting too small for them, and gauge their reaction to abandoning it in this manner. If they want to stay on top of their little kingdom, I would introduce some invasion (demons, Cthulhu, Mind Flayers, whatever), and try to resist my urges to base it off the planes. Probably unsuccefully, but I'll try.

Of course, it's your game. Just make sure your players will enjoy whatever change in direction you set up for them.
 

Yair said:
I would personally find being put down back to 1st-level in terms of power very frustrating. I didn't climb 20 levels for this (OK, I didn't climb 20 levels period, but allow me some freedom of expression).
If I were you, I would instead move them to a plane that is threatened by several Epic challenges, enough to wrap some good stories around. I would take a good, hard, look at the Oathbound setting. Alternatively, I'll send them (literally) to Hell, a prison they would need to escape just like all demons trapped within, or to the Planes (perhaps setting them loose on the Great Mordon March plot from Planescape or something).
I would also tell my players the campaign setting is getting too small for them, and gauge their reaction to abandoning it in this manner. If they want to stay on top of their little kingdom, I would introduce some invasion (demons, Cthulhu, Mind Flayers, whatever), and try to resist my urges to base it off the planes. Probably unsuccefully, but I'll try.

Of course, it's your game. Just make sure your players will enjoy whatever change in direction you set up for them.

Thanks for the input! I am still trying to decide how I would feel about being a player and getting dumped onto a paragon plane. As for the invasion thing I'd like to stay away from it for a bit because it has become equal to the "Ok, You meet in a bar" situation but then again there are 3 DM's in the groups and have really over done the invasion thing and I'll check out the Oathbound setting.:)

Hmmmm maybe a plane that isn't all paragon but ruled by them and occur more often but still only compromise a small % of the population kind of like the Anne Bishop books about Saetean.



Thanks!
Gil
 

Build a random table, include things like deamons appear, loss of a magic item, spells (turn to stone) and living spells, rain of fireballs. Don't just place bad things balance it out some as it is chaos.
 

Chaos device throws PCs 5 years into the futeure, where they realize that said device ressurected BBEG, allowing him to continue conquring the lands and gainning in power. Allow the PCs to figure out that destroying the device will reinstate the time line directly before it was turned on, but they now have to get to it thru an even more powerful than before villain who has had time to prepare for their return.

On interesting scenario would be to put the heros in a position of helping a resistance movment, which would naturally look to them for help, or pushing forward a maor step in getting to the device. Divided loyalties is always fun.

This may not be the direction you were headed, but I'm not fond of planar travel. It would also be an easy way of bringing in powerful opponents, and creating an enviroment less forgiving to mistakes.
 

I wouldnt know where you could send them but why dont you try writing down 20 random things on a sheet of paper and roll a D20. whatever # it lands on something happens. You wouldnt let your group know you are doing this. Like random traps on a door, loss of a spell or magical item, some gets sick or something happens.


I dont know how well your group works as a whole but I have a feeling they might not work well alone. Make a scenario were they are each given a situation where they must seperate from the group. you could split each of them up seperatly or put them in pairs. My DM has done this and our group has seen how much we really rely on each other.

Thats what I sugggest so you could combine parts of this with others and maybe, just maybe, come up with a good plan.
 

Jondor_Battlehammer said:
Chaos device throws PCs 5 years into the futeure, where they realize that said device ressurected BBEG, allowing him to continue conquring the lands and gainning in power. Allow the PCs to figure out that destroying the device will reinstate the time line directly before it was turned on, but they now have to get to it thru an even more powerful than before villain who has had time to prepare for their return.

On interesting scenario would be to put the heros in a position of helping a resistance movment, which would naturally look to them for help, or pushing forward a maor step in getting to the device. Divided loyalties is always fun.

This may not be the direction you were headed, but I'm not fond of planar travel. It would also be an easy way of bringing in powerful opponents, and creating an enviroment less forgiving to mistakes.

I like this.... I think i'll develop this a little further for future use and would work well in my upcoming non-epic games.

Thanks,
Gil
 

LordBOB said:
I dont know how well your group works as a whole but I have a feeling they might not work well alone. Make a scenario were they are each given a situation where they must seperate from the group. you could split each of them up seperatly or put them in pairs. My DM has done this and our group has seen how much we really rely on each other.

Thats what I sugggest so you could combine parts of this with others and maybe, just maybe, come up with a good plan.

LOL, Actually my group is more challenged working together! :) They always have 100 things to do and maybe 2 of them they want to do together but amazingly enough when it's time to kick the butt they come together and do it.

I haven't had a plague yet...well more accurately I haven't had one affect the PC's directly...maybe they can get something and it requires 5 super rare components for the cure.


Thanks for the input,
Gil
 

In the Epic Level handbook, they have a city that sounds like what you need. It's run by Mercants (Big tall blue folks, hope I spelled it right). Not everyone is epic, but there's enough there to challenge them. The police force have patrol officers at 21st level.
 

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