What would your next campaign be?

I'm planning to avoid 4E for as long as possible and instead run the games I have been thinking about since 3E started. My plans for the next 18 or so months are as follows:

1. The Return of Bane

A FR campaign set in the Dalelands in 1371 and 1372 DR with the return of Bane on Midwinter's night 1372 DR a key event. An aspect of Bane will be the BBEG. Mounted on a nightmare, he will be leading the Zhentilar legions to conquer Mistledale (but using the Shadowdale: The Scouring of the Land adventure for a lot of the inspiration).

The PCs have just hit 3rd level and are really enjoying it. Lots of drow and Zhentilar soldiers; very few weird monsters (at player request).

2. Dawnforge

I have always wanted to run a campaign set in this world and each time I read some news about 4E I can't help but think that the WotC designers have a copy of the Dawnforge book nearby.

Ideally, the campaign will last until Epic levels and will explore the descent of the drow and the destruction of the tiefling empire. I plan to revisit the world in a new campaign set centuries in the future where the exploits of the PCs from the previous campaign will form many of the myths and legends of the future.

3. Midnight

I really want to run this but I need to find the right group.

4. Age of Worms in Castlemourn

I really like the Dungeon adventure paths but have yet to run one (although I have stolen ideas). I was reading last night in the Castlemourn Player's Guide about one of the constellations:

Vorth Urla, the Devouring Worm. Once a powerful wizard, Vorth Urla was transformed during the Fall into a great worm destined to gnaw endlessly at the divine power of the Seven.

and then this in the campaign guide:

Vorth Urla is a wiggling, snakelike chain of closely spaced stars, some bright and some dim, with a head cluster of bright stars. It’s said Vorth Urla was a fell wizard who was transformed during the Fall into the worm that gnaws endlessly at the divine power of the Seven, seeking vainly to slay them—in the process, unleashing godly power through the wounds its fangs make. This divine power strikes Mournra as storm-lightning and is harnessed by all manner of arcane spellcasters. The Worm is not seen in summer; in fall, it rises in Viliyathar, passes swiftly into Caladuth as winter comes, and then races through the Tree of Stars and out of sight over the horizon as the cold months stretch.

I think Vorth Urla might make an interesting replacement for Kyuss.
 

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I'm putting ideas together to launch a DINO-PIRATES OF NINJA ISLAND campaign in January.

Chaos has engulfed the island of Hikakilalli and a Ninja needs help on a mission of vengeance...
 

If New Mavarga were to fall apart on me, what I would dearly love to run would be a new long-term Ars Magica campaign set in Kievan Russia. Bring the players in as outsiders from the Holy Roman Empire or something similar -- that way if there is something odd or different about the Rus, at least they have a grand reason for not yet knowing about it.

**sigh**

Ars Magica works best when run for multiple years...
 


I've got GM ADD, so I've generally got at least three potential campaigns in mind at any given moment. Lately, I really want to run a Spirit of the Century game, but not in the default setting. Still a pulp setting, definitely, but with more scifi/paranormal/conspiracy themes, and maybe set in the 1950s instead of the 1930s.

That way I could work in B-movie tropes, atomic power, beatniks, Cold War paranoia, the beginnings of the Space Race, and all that. I've been dreaming up mask-wearing secret societies, an eyeless race of subterranean humans who've gained psychic powers from the degenerate worm-dragons they serve, sasquatches and yetis as the savage and civilized remnants of a non-human hominid race, a "counter-Earth" populated by limbless aliens who quietly invade our world by surgically implanting themselves in human bodies, "lost" civilizations who still wield great magical or technological power, and a lot more weirdness I'm sure I'll never have a chance to use. I've recently decided that NASA is going to be founded by werewolves who believe that touching the moon will grant them god-like power.

My biggest difficulty in getting this to work would probably be selling it to the players. The pulp tradition definitely continued into the '50s, but that ain't really the era that people think about when the term comes up. B-movies would be a nice example to bring up, but SotC is founded on having really distinctive, supremely-capable PCs, and B-movie protagonists are barely even people. I guess the way to describe such a campaign would be "pulp heroes vs. B-movie monsters", or something like that.
 

Whizbang Dustyboots said:
As was said, you can leave it vague just fine, but I find it also works great as one of the Sea Kingdoms of Praemal. I stuck it in the water, west of Vidor and south of Gharon.

The two timelines sinc up pretty well with Dalenguard being constructed a few decades after Freeport establishes itself.

And the imperial troubles of the Tarsisan empire mesh with the inland empire situation mentioned in Freeport.
 


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