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Totally Arbitrary Campaign Setting
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<blockquote data-quote="solomanii" data-source="post: 1389762" data-attributes="member: 13963"><p><strong>Totally Arbitrary Campaign Setting I</strong></p><p></p><p>Our intrepid band of adventurers;</p><p></p><p>Cleopatra Jones, 6 Wizard/4 Cleric of Erollisi Marr.</p><p>Volvodor, 10th level Minotaur Fighter.</p><p>Syrnio (sp?), Half-Aquatic Elf Monk of the Quivering Palm.</p><p>Ned Cin, A recovering Barghest.</p><p></p><p>The adventurers were asked to perform an impossible task by their patron</p><p>and greatest supporter, Lodash the Hermit. Feeling that the only way his</p><p>crimes could be truly undone was to assassinate him before he even</p><p>committed them. He sent the players back in time to kill him before he</p><p>could create Frostmourne, a sword which is the root cause of Pangieas</p><p>current woes. Of course this presents problems of paradox, and he has</p><p>called in a favour and a certain Ravel will help the party, as she is</p><p>immune to temporal changes (what kind of being is immune to such powers,</p><p>you didn't get time to ask)</p><p></p><p>Atleast that was the plan. The spell being interrupted by the Death</p><p>Knights of Nuperthurva, the characters had two choices - fight all 12 Death</p><p>Knights or go through the unstable portal and take their chances.</p><p>Deciding discretion is the better part of valour, Ned Cin leads the way</p><p>through the portal arse first thanks to his loving half-brother Volvodor.</p><p></p><p>The characters find themselves on the Astral Plane, a tad off target. With</p><p>the Death Knights hot on their heels they decide to run for it in zero</p><p>gravity. They manage to temporarily avoid their pursuers, get involved</p><p>with the Githyanki, Githzerai and an Astral Deva (don't ask) and find a red</p><p>colour pool off the plane.</p><p></p><p>Unfortunately red usually means DANGER and the heroes landed on Avernus,</p><p>the first of the Nine Hells. They managed to avoid clashing legions of</p><p>Baatuzi and Tanari, dodge and weave exploding fireballs and Bloodworms and</p><p>after a quick negotiation with Arkle'mens, a pretty, albeit deadly, Baatuzi</p><p>they get off the plane.</p><p></p><p>Only to find themselves in the Mortuary of Sigil, the City of Doors.</p><p>Things here get even odder as the players get a sense of dejavu and realise</p><p>they have been here before - maybe more then once.</p></blockquote><p></p>
[QUOTE="solomanii, post: 1389762, member: 13963"] [b]Totally Arbitrary Campaign Setting I[/b] Our intrepid band of adventurers; Cleopatra Jones, 6 Wizard/4 Cleric of Erollisi Marr. Volvodor, 10th level Minotaur Fighter. Syrnio (sp?), Half-Aquatic Elf Monk of the Quivering Palm. Ned Cin, A recovering Barghest. The adventurers were asked to perform an impossible task by their patron and greatest supporter, Lodash the Hermit. Feeling that the only way his crimes could be truly undone was to assassinate him before he even committed them. He sent the players back in time to kill him before he could create Frostmourne, a sword which is the root cause of Pangieas current woes. Of course this presents problems of paradox, and he has called in a favour and a certain Ravel will help the party, as she is immune to temporal changes (what kind of being is immune to such powers, you didn't get time to ask) Atleast that was the plan. The spell being interrupted by the Death Knights of Nuperthurva, the characters had two choices - fight all 12 Death Knights or go through the unstable portal and take their chances. Deciding discretion is the better part of valour, Ned Cin leads the way through the portal arse first thanks to his loving half-brother Volvodor. The characters find themselves on the Astral Plane, a tad off target. With the Death Knights hot on their heels they decide to run for it in zero gravity. They manage to temporarily avoid their pursuers, get involved with the Githyanki, Githzerai and an Astral Deva (don't ask) and find a red colour pool off the plane. Unfortunately red usually means DANGER and the heroes landed on Avernus, the first of the Nine Hells. They managed to avoid clashing legions of Baatuzi and Tanari, dodge and weave exploding fireballs and Bloodworms and after a quick negotiation with Arkle'mens, a pretty, albeit deadly, Baatuzi they get off the plane. Only to find themselves in the Mortuary of Sigil, the City of Doors. Things here get even odder as the players get a sense of dejavu and realise they have been here before - maybe more then once. [/QUOTE]
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