I am running A group who is currently 12th-13th level.
Basic plot is Demons and devils once ruled the world over 2000 years ago. There is a plot to return them to the lands.
The characters started off normal caravan guards who where still searching for purpose after a recent 2 year war that decimated several nations. The war was against humanoids and undead lead by a dracolich and a necromancer.
The characters protect the caravan that heads to a lone town that survived the war on the borderlands. They have some misc adventures then one day a group of mercenaries show up demanding a sword one of the characters captured from some goblins. The discover the sword carried a message about the missing heirs to the throne. they set about rescueing them. they do then get ambushed and lose them. Soon the discover the children/heirs are wanted for something more than just that they are the kings heirs (who was killed in the war) They head to the leven lands since it seems the that is where the bad guys are headed. They fight some wandering monsters left over from the war. Get to the elven lands get blackmailed into retrieving a book that details the real history of the world and the demons/devils who ruled it. They learn of the artifacts that helped put away the demons/devils and it seems the bad guys are searching as well.
So begins the race against the bad guys to get the artifacts. the artifacts are not the classical D&D ones but more devices and puzzle pieces for a ceremony each has unique powers dealing with the ceremony. Characters have learned a ton and still have some to learn.
The children were needed for the Spellfire they wield as the Royal line. Each race made a contribution/sacrifice to send away the demons and devils. each race also had stewardship of one of the artifacts. So far the party has recovered The Book (instruction manual), The Bowl (which drained life from the races(who were slaves) to power the ceremony, The Demon heart (Which Summoned or called the demons to the gate). They need to get the Knife (which opened the wound that allowed life to be drained) and then get to the gate which is in the center of the Bad Guys (Dark Spire) lair.
The only thing missing is the kids who's spellfire jump starts the whole process. Oddly enough one of the players chose Spellfire as his starting feat and so I made him a bastard son of the king. Its been a blast as he was the one who lost the kids and felt guilt then realized the were his half brother and sister and now feels even worse. He has secretly been made king and hates it. A general still sits as regent.
There is political unrest among the kingdoms cities and all sorts of fun.
now that they are higher level I am introducing much more about the politics since they are in contact with various leaders now. Their reputation is more a secret one becuase they don't wnat the general populace to know what is going on as they quietly go behind the scenes finding the artifacts.
Later
Edit:: Forgot to add the demons/devils took over in part due to a deal made with the Gods of the world. Now that same deal prevents a lot of divinations that ask direct questions about the objects. Also the Gods have a vested interest in seeing the Demons/Devils do not return but appearently cannot directly interfere. One of the ways I have controlled Divinations without making them useless just have to be inventive to be effective and also how I can explain raise deads and ressurections for the party but not have them commonly available. A story logic that helps deal with Meta game issues. Also the Gods are not almighty and omniscient (obviously) but they draw power from peoples actions thoughts. It explains the evil gods in that every lie told even little white lies powers the Gods. One reason to explain a paladins devotion to refuse to give any evil God power and also keeps me from having huge cults worshiping evil Gods when that doesn't always make sense. they are getting their power sin by sin.
Later again
Basic plot is Demons and devils once ruled the world over 2000 years ago. There is a plot to return them to the lands.
The characters started off normal caravan guards who where still searching for purpose after a recent 2 year war that decimated several nations. The war was against humanoids and undead lead by a dracolich and a necromancer.
The characters protect the caravan that heads to a lone town that survived the war on the borderlands. They have some misc adventures then one day a group of mercenaries show up demanding a sword one of the characters captured from some goblins. The discover the sword carried a message about the missing heirs to the throne. they set about rescueing them. they do then get ambushed and lose them. Soon the discover the children/heirs are wanted for something more than just that they are the kings heirs (who was killed in the war) They head to the leven lands since it seems the that is where the bad guys are headed. They fight some wandering monsters left over from the war. Get to the elven lands get blackmailed into retrieving a book that details the real history of the world and the demons/devils who ruled it. They learn of the artifacts that helped put away the demons/devils and it seems the bad guys are searching as well.
So begins the race against the bad guys to get the artifacts. the artifacts are not the classical D&D ones but more devices and puzzle pieces for a ceremony each has unique powers dealing with the ceremony. Characters have learned a ton and still have some to learn.
The children were needed for the Spellfire they wield as the Royal line. Each race made a contribution/sacrifice to send away the demons and devils. each race also had stewardship of one of the artifacts. So far the party has recovered The Book (instruction manual), The Bowl (which drained life from the races(who were slaves) to power the ceremony, The Demon heart (Which Summoned or called the demons to the gate). They need to get the Knife (which opened the wound that allowed life to be drained) and then get to the gate which is in the center of the Bad Guys (Dark Spire) lair.
The only thing missing is the kids who's spellfire jump starts the whole process. Oddly enough one of the players chose Spellfire as his starting feat and so I made him a bastard son of the king. Its been a blast as he was the one who lost the kids and felt guilt then realized the were his half brother and sister and now feels even worse. He has secretly been made king and hates it. A general still sits as regent.
There is political unrest among the kingdoms cities and all sorts of fun.
now that they are higher level I am introducing much more about the politics since they are in contact with various leaders now. Their reputation is more a secret one becuase they don't wnat the general populace to know what is going on as they quietly go behind the scenes finding the artifacts.
Later
Edit:: Forgot to add the demons/devils took over in part due to a deal made with the Gods of the world. Now that same deal prevents a lot of divinations that ask direct questions about the objects. Also the Gods have a vested interest in seeing the Demons/Devils do not return but appearently cannot directly interfere. One of the ways I have controlled Divinations without making them useless just have to be inventive to be effective and also how I can explain raise deads and ressurections for the party but not have them commonly available. A story logic that helps deal with Meta game issues. Also the Gods are not almighty and omniscient (obviously) but they draw power from peoples actions thoughts. It explains the evil gods in that every lie told even little white lies powers the Gods. One reason to explain a paladins devotion to refuse to give any evil God power and also keeps me from having huge cults worshiping evil Gods when that doesn't always make sense. they are getting their power sin by sin.
Later again
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