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The coolest campaign idea (you never used)
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<blockquote data-quote="redmetal" data-source="post: 1799902" data-attributes="member: 22294"><p><strong>Dungeons and Dragons - Exile</strong></p><p></p><p>The basic premise for the campaign is quite simple. The players start on a small world which is actually a moon to a much large unsettled (as far as the inhabitants know) planet. No attempts at colonization had ever been sucessful, and teleporting to the planet caused the death of those that opened the portal. </p><p></p><p>One day a dark horde of winged beasts began to come from the sky, first in small numbers, then in increasingly large numbers, until armies of demonic creatures of all sorts began appearing and wreaking havoc on the land. Whole armies were crushed and whole cities were destroyed. It was the apocalypse, so a plot to flee came together. All the living spellcasters banded together to create thousands of portals allowing the survivors to flee from this oncoming horde into the unknown.</p><p></p><p>The players find themselves leaders of a band of stranded people left on a completely strange world full of deadly monsters and strange beasts. No magic exists from their homeland but remnants of ancient civilizations can be found documenting a completely new form of magic. One or two players would be slowing discovering the magic as the campaign progressed, moving the campaign from no magic to eventual high magic. </p><p></p><p>The players soon discover that they are not the only people on this world. Not only are their millions of other exiled peoples, their are the remaining few of the ancient civilization, who chose to stay and face the oncoming armageddon. </p><p></p><p>Can the PC's find how to stop the demons from destroying their new home? can they keep the exiles safe? can they survive the unknown?</p><p></p><p>As previously noted, adding the fear of the unknown to the players is a great thing</p></blockquote><p></p>
[QUOTE="redmetal, post: 1799902, member: 22294"] [b]Dungeons and Dragons - Exile[/b] The basic premise for the campaign is quite simple. The players start on a small world which is actually a moon to a much large unsettled (as far as the inhabitants know) planet. No attempts at colonization had ever been sucessful, and teleporting to the planet caused the death of those that opened the portal. One day a dark horde of winged beasts began to come from the sky, first in small numbers, then in increasingly large numbers, until armies of demonic creatures of all sorts began appearing and wreaking havoc on the land. Whole armies were crushed and whole cities were destroyed. It was the apocalypse, so a plot to flee came together. All the living spellcasters banded together to create thousands of portals allowing the survivors to flee from this oncoming horde into the unknown. The players find themselves leaders of a band of stranded people left on a completely strange world full of deadly monsters and strange beasts. No magic exists from their homeland but remnants of ancient civilizations can be found documenting a completely new form of magic. One or two players would be slowing discovering the magic as the campaign progressed, moving the campaign from no magic to eventual high magic. The players soon discover that they are not the only people on this world. Not only are their millions of other exiled peoples, their are the remaining few of the ancient civilization, who chose to stay and face the oncoming armageddon. Can the PC's find how to stop the demons from destroying their new home? can they keep the exiles safe? can they survive the unknown? As previously noted, adding the fear of the unknown to the players is a great thing [/QUOTE]
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