ccs
41st lv DM
The Sunday game:
Two campaigns, alternating back & forth a "chapter" at a time.
Campaign #1: (as a player) - Pathfinder, Ruins of Azlant AP. we're mid book two atm.
Our characters are members of a colony settling an island that used to be part of Azlant. In the PF worlds backstory Azlant is like Atlantis - highly advanced & sunken/destroyed thousands of years+ ago. As we explore the island we find ancient ruins, artifacts, & come into conflict with dangerous inhabitants (some leftover from the days of azlant itself - like the aboliths)
Campaign #2: (as the DM) - 5e, Dungeon of the Mad Mage.
Spinning out of events in my Thur 5e game. Floon (from Dragon Heist) was shoved into the well at the Yawning Portal Tavern. The Thur. night group of "heroes" saw this & in front of many witnesses, declined to jump in and save him. Instead opting to run off chasing his assailant....
Thankfully for poor Floon the Sunday PF GM was looking to set up an alternating campaign rotation....
So it just happened that there were other brave adventurers in the YPT that evening.
The Thur. game: (as the DM) - 5e
I guess you could say that the general plot is to return the Sunsword to Barovia.
The PCs acquired the hilt in the 2nd session & learned that "It doesn't belong here in this world, you have to return it to Barovia where it can actually do some good".
The initial idea was always to eventually run the players though the classic I6/I10 combo.
But as the players have gone off on 4 wide ranging mostly non-related side arcs en-route, the campaigns developed more into about what happens along the way, as driven by the players.
They'll get there eventually. I think.
It's a complete soup of homebrew, published stuff, & published stuff that's been well & truely brewed.
Two campaigns, alternating back & forth a "chapter" at a time.
Campaign #1: (as a player) - Pathfinder, Ruins of Azlant AP. we're mid book two atm.
Our characters are members of a colony settling an island that used to be part of Azlant. In the PF worlds backstory Azlant is like Atlantis - highly advanced & sunken/destroyed thousands of years+ ago. As we explore the island we find ancient ruins, artifacts, & come into conflict with dangerous inhabitants (some leftover from the days of azlant itself - like the aboliths)
Campaign #2: (as the DM) - 5e, Dungeon of the Mad Mage.
Spinning out of events in my Thur 5e game. Floon (from Dragon Heist) was shoved into the well at the Yawning Portal Tavern. The Thur. night group of "heroes" saw this & in front of many witnesses, declined to jump in and save him. Instead opting to run off chasing his assailant....
Thankfully for poor Floon the Sunday PF GM was looking to set up an alternating campaign rotation....
So it just happened that there were other brave adventurers in the YPT that evening.
The Thur. game: (as the DM) - 5e
I guess you could say that the general plot is to return the Sunsword to Barovia.
The PCs acquired the hilt in the 2nd session & learned that "It doesn't belong here in this world, you have to return it to Barovia where it can actually do some good".
The initial idea was always to eventually run the players though the classic I6/I10 combo.
But as the players have gone off on 4 wide ranging mostly non-related side arcs en-route, the campaigns developed more into about what happens along the way, as driven by the players.
They'll get there eventually. I think.
It's a complete soup of homebrew, published stuff, & published stuff that's been well & truely brewed.