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<blockquote data-quote="Shallown" data-source="post: 445077" data-attributes="member: 1368"><p>Okay I'll give it a try since my players call be a rat bastard anyway.</p><p></p><p>1) I tend to run high magic epic fantasy. I think D&D is best suited for the heroes being heroes sort of story. </p><p></p><p>2) I think I am sweetness and honey my players think I'm a rat bastard.</p><p></p><p>3) as requested a little overdone on the prose but I tend to get that way when I write.</p><p></p><p>The Backstory</p><p>This is The sad tale of Morath a half-orc pirate. Not The career he originally wished for, at once he just wanted to be accepted and was not as blood thirst as the legends would come to tell. As time passed he became more hated by his crew and himself. He was also known for the feather token tucked into his hat that when thrown to the ground formed into a cruelly barbed whip that howled as it struck draining blood from its target. </p><p>Unknown to his crew Morath had fallen in love but felt once again betrayed because his love was trapped by fell magics in an abandoned windmill that sat on a bluff above Morath’s Pirate cove. She had gifted him with the unique token to show her undying love.</p><p>Unknown to Morath the fair lady of his heart was instead a Succubus born of power and hate but trapped alone as punishment by her former Lord. She knows there is a key that can free her a simple key that would unlock her cage. She dwelled in writhing fury until poor Morath, the lost, found her now her chance at freedom has arrived..</p><p></p><p>The adventure – </p><p>Morath captures the characters or one of their family/friends/associates and blackmails them into finding the key. Morath is wanted and cannot go where the key is located.</p><p>The key can be in one of several places with family who once lived at the windmill, is now part of the local libraries/museums displays (is slightly magic but know one knows what it is for) or any other place the characters may be reluctant to go. , rival thieves guild , or any other rival guild/organization etc. </p><p>At some point the characters should realize what is trapped and what they may turn loose on the world. </p><p></p><p>4) This is my home page unfortunately it is for Amber not D&D but even though the page is not updated the campaigns detailed are still going or only recently defunct. It does give you some idea how I do things. <a href="http://www.primechoice.com/misterme/amber/" target="_blank">http://www.primechoice.com/misterme/amber/</a></p><p></p><p>5) <a href="mailto:shallown@comcast.net">shallown@comcast.net</a></p><p></p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 445077, member: 1368"] Okay I'll give it a try since my players call be a rat bastard anyway. 1) I tend to run high magic epic fantasy. I think D&D is best suited for the heroes being heroes sort of story. 2) I think I am sweetness and honey my players think I'm a rat bastard. 3) as requested a little overdone on the prose but I tend to get that way when I write. The Backstory This is The sad tale of Morath a half-orc pirate. Not The career he originally wished for, at once he just wanted to be accepted and was not as blood thirst as the legends would come to tell. As time passed he became more hated by his crew and himself. He was also known for the feather token tucked into his hat that when thrown to the ground formed into a cruelly barbed whip that howled as it struck draining blood from its target. Unknown to his crew Morath had fallen in love but felt once again betrayed because his love was trapped by fell magics in an abandoned windmill that sat on a bluff above Morath’s Pirate cove. She had gifted him with the unique token to show her undying love. Unknown to Morath the fair lady of his heart was instead a Succubus born of power and hate but trapped alone as punishment by her former Lord. She knows there is a key that can free her a simple key that would unlock her cage. She dwelled in writhing fury until poor Morath, the lost, found her now her chance at freedom has arrived.. The adventure – Morath captures the characters or one of their family/friends/associates and blackmails them into finding the key. Morath is wanted and cannot go where the key is located. The key can be in one of several places with family who once lived at the windmill, is now part of the local libraries/museums displays (is slightly magic but know one knows what it is for) or any other place the characters may be reluctant to go. , rival thieves guild , or any other rival guild/organization etc. At some point the characters should realize what is trapped and what they may turn loose on the world. 4) This is my home page unfortunately it is for Amber not D&D but even though the page is not updated the campaigns detailed are still going or only recently defunct. It does give you some idea how I do things. [url]http://www.primechoice.com/misterme/amber/[/url] 5) [email]shallown@comcast.net[/email] later [/QUOTE]
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