What is your current campaign like?


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Name: The World of Aranor
Setting: Homebrew
Level: 13-14 (ECL 17-18)

The current campaign switched direction after a near TPK in Hell witht he party attempting to destroy a magical artifact in the Fires of Dis.

The current characters began on Hell but found a gate returning them to their material plane. They are now within the Dragon Empire a land that until very recently was ruled by the 5 Dragons of Good. They have currently journeyed into an ancient forest seeking 'that which cannot be seen but is in plain sight'.

Last week they fought a Hill Giant clan in an epic battle that lasted 3 hours. At one point it looked like it may be curtains for a number of them but once all the characters kicked in the tide of battle quickly swung in their favour.

I can't give too much away as some of the players may read this but things are about to get an awful lot more interesting in terms of plot development.
 

Setting: Corwyn (homebrewed world)
Average Level: 2

The campaign started out with the players in two groups.

One group was magically controlled by an expert with a charm monster wand and they were helping him protect something hidden up in the mountains. He was a bit of a bastard but they thought he was their best friend. - This group was a frost giant, a pixie, and a centaur.

The other group was hired by a sorcerer to help recover a family heirloom. This group was all human.

The two groups set out and eventually their paths crossed and they all almost killed each other. At the end of the battle, the expert was dead and the non-humans joined the group for the money the sorcerer promissed them.

The group follows the sorcerer's map to an abandoned mine. The explore the mine and the sorcerer finds the "heirloom" It's a coffin. He is alone with the party cleric and paladin (more on him later) and the sorcerer opens the coffin.

The coffin contains a staked vampire that bears a strong family resemblence to the sorcerer. He unstakes the vampire and makes a rather expeditious retreat away from the group.

The Cleric and Paladin hold the vampire at bey with a holy symbol until the vampire decides to get away and find another coffin.

The cleric and paladin join back up with the group to find that the sorcerer burned the rope bridge they crossed in the mine and it's a while before they can find another way out.

The sorcerer hamstrung their horses and is long gone. They are back in the city now trying to find the little weasley guy that hired the humans on behalf of the sorcerer.

Now the group is starting to come together.

The cleric is quiet and doesn't know what to think about the group yet however his superiors in the church made it very clear that the vampire must be put to proper rest.

There's a ranger who is very cynical but he's really out for blood because his horse got hamstrung.

There's a female rogue who just joined the group. Her goal is to become a pirate but right now she's just a bit of a whore.

There's a paladin. He doesn't even know he's a paladin. He's not so bright. He is however extrememly brave. He has a journal
<a href=http://www.livejournal.com/users/i_like_swords>here</a> (just read from the bottom)

There's the centaur. He's just happy to be out seeing the world. He's starting to realize that not everybody likes centaur.

The Party wizard comes from a long line of wizards. Her family has always taught at the wizards collegum and they are not all that happy that she's out adventuring.

The Pixie is very happy to be adventuring. She was bored with life in the great forest and wants to see the world. She's a little clueless and tends to not realize what her magic can do. (Last session she entangled the entire party and a goblin hunting party. Made for an interesting combat)

Finally a female monk has joined the party after having been saved from the cold of the mountains by them. The player missed the last session so she was played by me and we don't know a lot about her.

I'm having a lot of fun. It's the first 3rd edition game I've ran. I used to always be the DM but this new group actually has other people who like to DM and I've been enjoying the other side of the screen until now.
 

Okay, let's see...Forgotten Realms campaign, average level 9. 8 PCs.

At present the party are running around Faerun searching for a way to stop the approaching storm of Violet Rain (See the BoVD) which will be pretty much permanent. The villain bringing this nastiness to the world is an uber-powerful Lich, who may well be the first of the Undead, (Worm that Walks, Wizard 20/ Archmage 5/ Alienist 10). Known only as the Undying One since he had the memory of his name erased from existence he is a servant of the Old Ones, and is preparing to open portals to the Far Realm so they can enter Faerun. With the Violet Rain about, the Gods won't be able to help the peeps of the world, and so the party are on a quest to figure out his name and seal the portals. (Not having a name makes Mr. Lich immune to about everything). Last session they had managed to figure out a little of the true plot in Candlekeep- until the UO turned up and annihilated the entire place (and Elminster).
There's a lot more going on, but I'm rambling now and need food :)
 


The blue blades campaign
World: Xiatha ( homebrew) Gangfights in Riverholm (the largest city in the world)
Average level : 2 (all rogues)

Odd people in odd places campaign
World: Xiatha, the delta dungeoneering campaign
Average level : 3 All odd characters (like elves and such:D)

Welcome to the Jungle campaign
World: Xiatha, the Jungle of scales
Average level : 4


I run all three!

I play: a D20 Call Of Chtulhu game, 3rd level Private investigator/destroyer of Mythos Evidence.
 

Name: The Night Below
Setting: Forgotten Realms
Starting Lvl: 1
Current Lvl: 3

Two of my best friends who I used to game with under 2nd Edition recently moved back to town. Neither had been exposed to 3rd edition. One of them refused to play 3rd edition, thinking 2nd edition was just fine. The only way I could convince him to give it a try was to agree to run his all time favorite 2nd edition module, the Night Below.

So far it has been grand fun. They are getting into 3rd edition and beginning to get a firm grasp of the rule system. Each of the players is playing two characters. We have a Wild Elf Archer (2nd lvl rogue / 1st lvl fighter), Human Cleric (3rd lvl), Human Wizard (3rd lvl), Half-Orc Barbarian (2nd lvl barbarian / 1st lvl fighter).

I am not sure if I am going to introduce any of the 3.5 changes due to both players being new to the 3rd edition rule set. I would hate to confuse them and possibly drive them away from the system.
 

Name: Lord of the Iron Fortress
Setting: Tethyr, Forgotten Realms, autumn 1369 DR
Level: 16

PCs:
- Siegbert von Öxfeld - human Paladin 14 / Cleric 2 of Helm. More or less the leader of the party. Not always happy about the druid and his use of spells...

- Alvin Doublethorne - half elf Fighter 4 / Cleric 11 / Divine Disciple 1 of Kelemvor. Good fighter with a bastard sword and with a good choice of defensive spells. Cares for the opponents fallen in battle with a burial spell if the situation allows it.

- Kerrin - elf wizard 15 / mage of the arcane order 1. Has a spell ready for most situations, but his favorites are Horrid Wilting and Maze...

- Kaichiri - centaur (former human) druid 16 of Mielikki. A feral druid refusing armor and metal weapons. Use of spells was reclessly in the past, but now the spells are used more thoughtfully.

- Gweldor - high ogre wizard 16 (from Krynn). A reactivated AD&D-PC and our newest party member with minor shapeshifting abilities (replacing our fallen ranger). Nearly each spell of the PHB is known to him. We'll see how he'll work together with the rest of the party.

The campaign has just started, we've finished the second session last weekend. After the Temple of Elemental Evil was defeated by the most powerful beings in Faerûn (not the party, of course, the group was killed in the Inner Fane and ressurected later), we've begun to repair the damage done and rebuild the headquarter of the group. New magic items were created to prevent another desaster...
Some day, the group received news about brutally murdered smiths in the city of Zazesspur (about 30 miles south of the party HQ). The guards were unable to find the murder, so they asked for assistance. At the same time, a dwarven high priest of Moradin from the Starspire dwarfes asked our cleric for help in a similar matter: One of the smiths was killed during an earthquake and a ressurection spell failed. A Commune spell revealed that more smiths will be killed, but it didn't become clear if the dwarven smith wants to stay dead or something prevents a ressurection...So the group went to Zazesspur to find the murder. A Speak with Dead cast on the recently killed smith gave an answer: a metal cat slaughtered the poor man within seconds.
 

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