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So what's YOUR world's 'hook'?
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<blockquote data-quote="Greg K" data-source="post: 1699943" data-attributes="member: 5038"><p>I have been running the same campaign world on and off for several years.</p><p></p><p>The hook of the first campaign is that long ago several wizards banished a powerful necromancer to another plane. To secure the necromancer's imprisonment, the wizards then bound up much of the land's mana into four watch towers which maintained the spell. </p><p> Recently, a young wizard, stumbled upon some old tomes in his masters study and accidently set events in motion that would lead to the necromancer's return. Reports of both plague and the appearance of undead in the Northern Lands resulted in the leaders of several institutions deciding that the watch towers needed to be shut, thus feeing the mana necessary to battle the necromancer and his minions.</p><p> The leaders decided that it would be best to send individuals of relatively little power and/or reputation to shut down the watchtowerss, because such individuals had a better chance of not catching the attention of the necromancer and his servants. Thus, the PCs being the best of the masters' apprentices were sent to fullfill the quest.</p><p></p><p>Campaign 2: </p><p>When several individuals help a young druid free his princess from the headmaster of the world's most powerful Wizard's academy, they discover that the headmaster is behind the attempt to release the Necromancer. The young druid and those individuals attempting to aid him band together to take up the quest to open the last watch tower and discover the fate of the first group of heroes who never returned from their attempt to do the same (several members of the first group had moved away).</p></blockquote><p></p>
[QUOTE="Greg K, post: 1699943, member: 5038"] I have been running the same campaign world on and off for several years. The hook of the first campaign is that long ago several wizards banished a powerful necromancer to another plane. To secure the necromancer's imprisonment, the wizards then bound up much of the land's mana into four watch towers which maintained the spell. Recently, a young wizard, stumbled upon some old tomes in his masters study and accidently set events in motion that would lead to the necromancer's return. Reports of both plague and the appearance of undead in the Northern Lands resulted in the leaders of several institutions deciding that the watch towers needed to be shut, thus feeing the mana necessary to battle the necromancer and his minions. The leaders decided that it would be best to send individuals of relatively little power and/or reputation to shut down the watchtowerss, because such individuals had a better chance of not catching the attention of the necromancer and his servants. Thus, the PCs being the best of the masters' apprentices were sent to fullfill the quest. Campaign 2: When several individuals help a young druid free his princess from the headmaster of the world's most powerful Wizard's academy, they discover that the headmaster is behind the attempt to release the Necromancer. The young druid and those individuals attempting to aid him band together to take up the quest to open the last watch tower and discover the fate of the first group of heroes who never returned from their attempt to do the same (several members of the first group had moved away). [/QUOTE]
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So what's YOUR world's 'hook'?
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