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The Archetypal D&D Campaign
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<blockquote data-quote="Doug McCrae" data-source="post: 5158337" data-attributes="member: 21169"><p>For archetypal D&D, the party make-up is the most important thing, imo.</p><p></p><p>There'd be a grumpy, booze-soaked dwarf who wields a two-handed axe and doesn't get along with the elven archer, repeatedly calling him a "pointy-eared freak". There'd be a light-fingered thief who steals from the party and a fireball-happy wizard who accidentally blows the party up. There'd be a cleric of one of the boring gods, Pelor or something, who just heals and doesn't say anything cause he's an NPC - no one wanted to play the cleric.</p><p></p><p>The campaign itself would start off with the PCs fighting orcs in caves and bandits/slavers in ruined forts, gradually moving up the D&D monster chain, taking in some undead along the way. One of the PCs acquires a talking magic sword that has an irritating personality. Over time the existence of a Grand Alliance of Monsters is revealed, the cause of the increasing number of raids. It turns out, of course, that the drow are the leaders of the Grand Alliance. The campaign moves to the underdark, the monsters get weirder and more Lovecraftian and the PCs get involved in drow politics. A good-aligned drow PC joins the party. Eventually it becomes clear that an evil god or demon prince or arch-devil is the true BBEG. The PCs undertake a quest for the Macguffin of Many Parts, which is the only means to defeat the big fat bastard. At last the PCs confront and kill Iuz/Orcus/Asmodeus. Then they loot his body.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5158337, member: 21169"] For archetypal D&D, the party make-up is the most important thing, imo. There'd be a grumpy, booze-soaked dwarf who wields a two-handed axe and doesn't get along with the elven archer, repeatedly calling him a "pointy-eared freak". There'd be a light-fingered thief who steals from the party and a fireball-happy wizard who accidentally blows the party up. There'd be a cleric of one of the boring gods, Pelor or something, who just heals and doesn't say anything cause he's an NPC - no one wanted to play the cleric. The campaign itself would start off with the PCs fighting orcs in caves and bandits/slavers in ruined forts, gradually moving up the D&D monster chain, taking in some undead along the way. One of the PCs acquires a talking magic sword that has an irritating personality. Over time the existence of a Grand Alliance of Monsters is revealed, the cause of the increasing number of raids. It turns out, of course, that the drow are the leaders of the Grand Alliance. The campaign moves to the underdark, the monsters get weirder and more Lovecraftian and the PCs get involved in drow politics. A good-aligned drow PC joins the party. Eventually it becomes clear that an evil god or demon prince or arch-devil is the true BBEG. The PCs undertake a quest for the Macguffin of Many Parts, which is the only means to defeat the big fat bastard. At last the PCs confront and kill Iuz/Orcus/Asmodeus. Then they loot his body. [/QUOTE]
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