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Running High Level 5E is more fun than I thought it would be.
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<blockquote data-quote="TheDelphian" data-source="post: 7963241" data-attributes="member: 7022317"><p>Homebrew campaign I have used since 3.5 came out. My memory for names etc make running campaigns I by too big a pain in the buttocks. I also tend to change to much in long adventure modules that it ends up about the same amount of work.</p><p></p><p>Campaign had a little travel then they based out of one of the three major cities, a large open port based on trade and no royalty etc. Was run to keep business open and going. But not as corrupt as one would make it out keeping people safe and happy was a big thing so it wasn't all business just money was driving government force. </p><p></p><p>Most campaign was pretty normal till 13-14th level where the town was threatened by an invading force and since it had no standing army or even a wall the players being local heroes (after stopping the disease cults terrorist attack) went and kept harassing the enemies fort and ended up protecting the town from the biggest nastiest invaders while others fought rank and file troops.</p><p></p><p>They later found out the entire attack was a nihilistic cult trying to free a dragon that was said to be the world ender. </p><p></p><p>They found out because despite repeated so frigging obvious it hurt for me to try to inform them that something was up. (the warforged who does not sleep, cannot dream . . . Had a nightmare) The players insisted on a long rest after fighting the war all day. </p><p></p><p>Well Consequences . . . </p><p></p><p>The rest of the campaign after 16th was all about stopping the dragon and it was the campaign ender (I was moving away so needed to wind it up) Since they had to trail the dragon through a swamp it was fun no big world teleporting, flying etc just a slog through a nasty fetid swamp. Almost like a low level party. Nice part it wasn't on me to build a big end to the game the players did it for me.</p><p></p><p>Other high lights were a trip to Far Realm to rescue the Warlock's familiar who they had inadvertently sent plane shifting. A unique Familiar who was an Undead Imp. Found out our plane was what drove the Far realm denizen's mad so therefore characters were slowly losing it while the beholders and cranial giants were actually nice folk not the nut bags they met on their home plane. Also the Angel they found there had gone made so reason's to engage / fight a good guy. Subdue him and send him home for help.</p><p></p><p>Those are the parts that scream high level play to me. And of course the group of adventurers who legally took over one side of the city post war while the players knew they were bad guys because the other party somehow knew the invasion was coming and were perfectly set to take over. The party could just not kick down the door and kill them they were the other saviors from the invading army. was fun.</p></blockquote><p></p>
[QUOTE="TheDelphian, post: 7963241, member: 7022317"] Homebrew campaign I have used since 3.5 came out. My memory for names etc make running campaigns I by too big a pain in the buttocks. I also tend to change to much in long adventure modules that it ends up about the same amount of work. Campaign had a little travel then they based out of one of the three major cities, a large open port based on trade and no royalty etc. Was run to keep business open and going. But not as corrupt as one would make it out keeping people safe and happy was a big thing so it wasn't all business just money was driving government force. Most campaign was pretty normal till 13-14th level where the town was threatened by an invading force and since it had no standing army or even a wall the players being local heroes (after stopping the disease cults terrorist attack) went and kept harassing the enemies fort and ended up protecting the town from the biggest nastiest invaders while others fought rank and file troops. They later found out the entire attack was a nihilistic cult trying to free a dragon that was said to be the world ender. They found out because despite repeated so frigging obvious it hurt for me to try to inform them that something was up. (the warforged who does not sleep, cannot dream . . . Had a nightmare) The players insisted on a long rest after fighting the war all day. Well Consequences . . . The rest of the campaign after 16th was all about stopping the dragon and it was the campaign ender (I was moving away so needed to wind it up) Since they had to trail the dragon through a swamp it was fun no big world teleporting, flying etc just a slog through a nasty fetid swamp. Almost like a low level party. Nice part it wasn't on me to build a big end to the game the players did it for me. Other high lights were a trip to Far Realm to rescue the Warlock's familiar who they had inadvertently sent plane shifting. A unique Familiar who was an Undead Imp. Found out our plane was what drove the Far realm denizen's mad so therefore characters were slowly losing it while the beholders and cranial giants were actually nice folk not the nut bags they met on their home plane. Also the Angel they found there had gone made so reason's to engage / fight a good guy. Subdue him and send him home for help. Those are the parts that scream high level play to me. And of course the group of adventurers who legally took over one side of the city post war while the players knew they were bad guys because the other party somehow knew the invasion was coming and were perfectly set to take over. The party could just not kick down the door and kill them they were the other saviors from the invading army. was fun. [/QUOTE]
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Running High Level 5E is more fun than I thought it would be.
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