What is your current campaign like?

settign- approaching the golden age type homebrew

level 2

6 person party, out exploring the lands around the theocracy of maissen. a fire obsessed priestess of the sun, a skinny tall rogue, an illusionist who had a permanent reduce cast on him (he is now 3 feet tall, 17 lbs!), an npc ranger (the player left), a barbarian who believes that his ability to rage comes form his greatclub (earthshaker, that which smiteth stones), and a druidess on a mission to return her groves holy sickle.

i have been having a ball with the party, all of whom were recruited here on enworld.
 

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Hard say. My former favorite, my Hollowfaust campaign, is defunct or at least inactive until two/three of my players can get their connection stuff and times sorted out. My present favorite is kind of a tie between the two Scarred Lands campaigns.

Name: Journey to the Isle of Maddening Dread and the Legend of the Windwalker, Vash Sepphos.
Setting: Scarred Lands
Level: 13th
Description: The Isle of Maddening Dread is a place of great peril. Well before the war between gods and titans came to ahead, there was a powerful wizard that made a pact with a Demon Prince of some repute. (Think the guy's name was Orcus... ;) ) Garrick, called the Skull Emperor, consigned thousands to their deaths in his mad bid for power. The forces of the Ledean Empire as well as the Coventale drew against him. Garrick fled to a remote isle and in act of desperation, tried to bring his lord fully into this world. Unfortunately before the vile ritual could be completed, one of the titans, (Mesos or Mormo, no one is quite sure) banished Garrick and the isle's inhabitants to linger between the worlds. Thus always moving and changing, Garrick, the Skull Emperor remained...until the Divine War, when two of dark champions of both sides, one of Mormo, one of Chardun came to the Isle, hoping to claim some of that power for themselves. Unfortunately they along with a regenade firewrack dragon, the very first and paragon of his kind, were trapped there. So they remained...until now. Now, the Isle wards are breaking down...and quick possibly the Isle will remain HERE in the Scarred Lands. Summoned by the archmage and Sage of both Shelzar and the Scarred Lands, Bl'ayne Nightfall, this intrepid band may yet find themselves on the road to becoming true legends...or the road to death and damnation. Only these brave souls remain to possibly challenge this threat; Rurik Tolrune, a mountain dwarf that's a loner, a bit savage but a great fighter. Next is the dwarven cleric of Corean, Sigeon Ral'shruik, who follows in the paths of the saints of Light, the Knights of the Pale. He hopes to prove his worth as the others of his kind did before in the Divine War. Lathenih, a female half elf from Termana. A mercenary, she is a passionate soul...whose destiny might yet be key for all them. A human known only as Junk, he's a skilled mercenarcy trapmaster. Eggarmord Demenser, a skilled abjurer and former head of one Calastia's schools of Battlemage, he's also a little nuts, believing he has found a way to "save" arcane magic and purify it for himself. And finally, a legend in his own right, Vash "The Windwalker" Sepphos. A wanted man by Calastian authorities, he is the stuff of legends. A man that will not kill, not even for his own life. He is still the best shot with bow, and considered by many to be, even for an elf, inhumanly quick. The Windwalker...a man with a troubled soul...searching for peace and love in a world that has little of it left.
 

World: Homebrew (little background: do to some... unpleasentness... years ago, the most powerful god- the god of time- took portions of several of the material planes as they were in a single moment in time, and stitched them together. This destroyed the planes that he ripped them from, but created a whole new one altogether- one where different portions of it are each at a different stage of development. This means that there may be Tyrannousaurs in one part of the world, and Ogre cowboys in another.)
Average Level: level 4

Point: THe characters have all recently discovered a fairly major fact about their pasts (each of their bodies houses the soul of a fiend lord, one that served in an immense battle that resulted in the god of time losing his sanity, and as a result the gameworld). They're learning that there is a plot to revive the Cruel Quartet, four of the most evil gods to ever exist, including one- Straddin, who is literally the root of all evil.


I really like this game, so naturally I'll be scrapping it soon to accomodate some new players. :o
 

Name: Blood Ties
Setting: Homebrew (revolving around a monotheistic culture based on the late roman/early medieval Europe, in decline and slowly falling to barbarism)

Level: 1

This is a pretty recent (i.e. all of three sessions old) campaign. It's heavily influenced by the GRR Martin "Song of Ice and Fire" series with a lot of Cthulu-inspired madness in the background. It's going to be two separate groups interacting contemporaneously with the same setting.

Hopefully, the campaign will be about the PC's uncovering their true familial origins (3 made up bastards, and 1 an orphan, so they gave me plenty of fodder :D) and uncovering conspiracies within some of the noble families that maintain ties to cults devoted to the old ones. I'll give 'em the ball; whether they'll run with it, we'll see.
 


Setting: Medium/high-magic homebrew
Lvl: 18 (ECL: 20-21)

PCs:
Half-fiend human barbarian/ravager/blackguard/warrior of darkness pirate captain and loyal servant of Erythnul;
Fiendish human sorceress/dragon disciple;
Fiendish greyelf wizard/shipmage (homebrew arcane PrC);
Fiendish dwarven lich cleric of Nerull;
Fiendish gnome druid/shifter.

What started as a swashbuckling campaign, with the PCs playing pirates, has now moved to the outer planes. The party recently invested 2.4 million GP in a 300ft flying, planeshifting ship and have hired a crew of 120 goblinoids, orcs and ogres. (They needed to get away from the material plane for some time, since they'd p...ed off just about every powerful organization in the world! :p )

Though they are of course gagging and drooling over the soon-to-be-used ELH, BoVD is currently the players' favorite book. The rules for sacrifices has seen particularly much use. One especially memorable and spectacular sacrificial ceremony earned the entire party the fiendish template, as a token of Erythnul's appreciation. (The captain, who conducted the ceremony, gained the half-fiend template instead of the fiendish.)

It's been great fun all along, everybody have enjoyed playing these crazy, evil characters and acting totally outragous! (In a responsible, adult fashion, of course! (Yeah, right... :D ))
 

Wow! Cool campaigns guys. I especially like the sound of the Mindscapes/Indian campaign, the Planescape one and the Evil/Fiendish/High-level campaign. They all sound like they'd be fun to play.

I'm running a few games, but the one I'll talk about is one my wife won't let die, b/c she's been playing it for so long.

We started it just before D&D3 came out, and we've been playing constantly since. So the campaign level is up around 24 to 28 currently. I set it in Greyhawk, but then added a new kingdom just south of Greyhawk, called Morundia.

There has been a lot going on, naturally. Highlights revolve around my wife's character: Tirrith Silverstar, half-bronze dragon elf fighter/holy liberator, who has risen from a common adventurer through many trials (and about 8 or 9 deaths) to his current exalted status as one of the 10 barons of Morundia. He (along with his adventuring companions, and there have been a lot: I think I estimated about 80 PC deaths over the course of the campaign? :eek: ) cleared out a nest of vampires to claim his current castle, they braved the Labyrinth of Madness to rescue an ally, they fought a war against the forces of Iuz (which resulted in Greyhawk's destruction and Iuz's death), and they saved the world (a few times) from such threats as the Shrine of Chaos and the Apocalypse Beast.

There are dozens of plot lines going on - I can barely keep track of them all. My players have been complaining that they can never get things done b/c I keep throwing more at them, but I refuse to let up. There are several imminent dooms about to befall the world (partially stemming from my need to challenge these guys...) such as an illithid plot to put out the sun and a githyanki invasion force. I plan to move them out of Greyhawk (maybe by destroying the world) and into the Outer Planes where their immense power won't be so unbalancing. (Plus, I love Planescape! ;)

Its a strangely political campaign, too, since the players are constantly vying for more power within their kingdom and the world. I've adapted the Birthright rules for domain management, and really need some good warfare rules for d20 mass combat. Fortunately, there are two books expected next month that should have what I'm looking for. :)

Sorry to be so long-winded. But you asked! I could go on about my other two campaigns (Cauldron: the Adventure Path from Dragon Magazine; and Dark Sun: in which I've modified about all the d20 rules for the fun of it) but I stop boring you now. :)

Ozmar the Long-Winded GM
 

Setting: Heavily modified Forgotten Realms, Mulhorand/Unther region
Level: 14

Mulhorand/Unther are structured after egypt, and are almost twin cultures.
Religion-wise, I remodeled the Mulhorandi pantheon and culture. There are still gods walking the palaces in Skuld. No good gods though, only neutral gods. Mulhorand is a theocratic society modeled after communist russia, with the clerics of the different temples instead of the party. Unther was a manchester-capitalistic society controlled by their godking, and fell apart after the godking died, ripe for the picking by Mulhorand. Arcane casters in Mulhorand are, due to the belief that magic is god-granted and use of it without clerical backing is heresy, and due to the long-standing conflict with the Red Wizards of Thay, persecuted and very rare. The church of Toth, however, is mainly composed of mages with a few levels of cleric, for appearance's sake. The Goddess Isis was struck by Set through a plot and her personality fragmented. Her different fragments - each a diferent aspect of her portofolio, and a shard of her mind - compete with each other. The result is a Goddess with split personalities. Good thing she can have multiple avatars.

The party is formed around a Priestess of Isis (PC) in service to the temple of Isis in Unthalass (and the right-hand woman of the head priestess there). The party battles Red Wizards of Thay, rebels in the occupied territories, the forces of free Unther, the cults and followers of Tiamat and Set, pirates and other enemies of the state of Mulhorand.
At the same time, the priestess is gathering the parts of her ancestral blade in a race with the minions of a semi-undead ancient mage that needs the blade to become either undead or alive again and remains trapped in a half-state until then.
And there are the plots and intrigues of the different temples of Mulhorand, the private interests of the group who has close ties to a merchant house from Turmish, which means getting involved in struggles between merchants as well.

Recently the group finished a trip to Cimbar, where the group gathered some information about a potential lead on the ancestral blade of the priestess (which will, later, lead them on another trip), played matchmaker for the heir of a local noble house and a daughter of the mentioned turmish merchant house, battled a thieves guild in league with the Red Wizards, formed a semi-alliance with the local temple of Bane, rooted out an underground organisation that fought against slavery, made the Harper allies of said organisation mad, founded a new temple, participated in the main theater play of the summer festival, got to know the family of a student of the priestess (and S.O. of the party barbarian), got involved in a feud between noble houses, assassinated the heir of a noble house in order to allow the patriarch of said house to recognize his other, illegitimate son turned dashing pirate (and prevent the assassination of said patriarch by the heir), overcame the smear campaign (which used bards and slandering songs) of a merchant the group had made an enemy of at the same time the adventurers had met (and battled) the mentioned pirate and went on a shopping spree in the great market, ending up with a load of fake protection amulets the barbarian kept buying, a couple nice "maztican artwork" (actually shou long art with feathers pasted on it), a winged cat and a drow slave.
 

Name: The MistMusic Saga (aka "I was a Medieval Rock Star", or just "Tuesday Night Game")

Setting: Home-brewed high fantasy, high mana (but largely wish-free) world with non-standard races development of magic-based technology emerging in more advanced areas, and with 3e versions of classic AD&D modules cleverly transplanted into it (the GM likes a challenge).

Average Level: 18

Characters: Skyr - shamelessly egotistical crazy goth bard (I had to get a username from somewhere) who is actually a cleric (L12) hiding behind the outrageous bard (L7) persona, and the group leader. Roughly approximating an "Ice Elf" race.
Cassra - pedantic, logical wizard (L17), formerly ranger (L2). Finds Skyr annoying but useful as a figurehead. Aquatic Elf
Wren - Sarcastic Sauran NPC (velociraptor/lizard man) Fighter 11/Rogue 4/Sorcerer 1. Also finds Skyr annoying but useful
Ty - Self-centred professional adventurer (Fighter 4/Rogue 4/Assassin 9 (secretly)
Xi An Ni (Shani) - Sorcerer 6/Paladin 10. Skyr's NPC consort...um, cohort. There's something going on there but it's all unspoken.

The story is essentially that there is a villainous Wizard/Druid/Whatever of Epic proportions who is unleashing vast armies of monsters upon the world to rule it, and his army's modus operandi is to release hundreds of Belkers (mist critters from 3e MM) to cover the lands in mist before they attack. These are also providing cover for an army of flesh golems. The good guys have been running away from those threats and uncovering much more manageable plots like the Reptile God, the Lizard King, several Strahd von Zaroviches (curse them!), and being abducted into the Desert of Desolation (classic D&D modules N1, I2, I6 & I10, and I3-5 respectively). Each of the modules has been tweaked to fit together in the scheme of things (and there. In between the classic modules, Skyr fell in love with a femme fatale henchwoman of the End-of-game bad guy, charmed her and bluffed his way into the major villain's base for a night of passion and information gathering. The "love" affair ended in dragon-induced tragedy shortly afterwards. Later Skyr met Shani, a bored paladin looking for a challenge (aka took the Leadership feat), and there's a thing developing. Skyr also has plans to develop an electric guitar as an artifact.

Essentially it's a fun campaign which was always headed for high-level high-jinx, and with the intention of leaving a legacy for later players to look at the results (or clean up the mess).

That was a potted history so far of a regular weekly campaign...hope it's not too much info.
 

My last D&D game began right before Fellowship of the Ring came out and started out as two Halflings finding a Dragon's egg and hiding it from an evil Dragon's armies who were looking to destroy it. It was a homebrew world wherein each greater nation had a Dragon (sometimes a different mythic beast) as a sovereign.

That game has stalled at the moment, the characters are 12th level now and are just about to raid the evil dragon's lair after years of gaming.

Now I am running the Midnight setting with a small group. When the party split up and the majority of the party couldn't play for a few weeks I ran one of the players on a solo game about his character's adventures in this dark, brutal world.

A solo game works, especially since he is a fantasy gamer and I began the game for him anyway, since he had just been in a car accident and seemed in dire need of visiting galaxies far, far away.

Both of these games seem on the far left and far right of Tolkien and both are documented in Story Hours...don't have the links on me but one was called Another Bastard Child of Tolkien and the other is called [Midnight] Dark Tower's Shadow.

Fun stuff.
 

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