D&D 5E What's your campaign storyline about? Here is mine.

Sezarious

Explorer
Hi all.


With the purchase of 5e, I wanted to plug into some forums to get my head around the changes that have occurred, so I'm new to Enworld. I'm interested to know the sorts of campaign settings other people are either playing in or DMing? I'll tell you about mine.


I started DMing a campaign yesterday in a world I've been preparing on and off over the past year or so (originally with pathfinder rules).


I've tried to design the region of this particular world to be as free roaming as possible. I initially used a random hex map generator, created a default map, then created map "layers" that players can gain access to based on their different knowledge proficiencies. Some knowledge 'layers' overlap, potentially assisting players in determining where to adventure or where to, say narrow down a search for an artifact or other quest goal they may have to search for.


The world itself is a custom map as I mentioned, but I have borrowed the gods from greyhawk for convenience, though they are no longer worshipped separately, rather as a group "the old gods". The world was only hit about 300 years ago by an invasion from the underdark. Drow swarmed the surface and with them, a mythic red dragon, which was their devastating secret weapon. After most of civilisation was brought to the ground however, the dragon disappeared and was believed slain. About the same time as this occurred, there were great natural disasters across the land. Ice in the North Pole melted, causing changes in ocean levels around the world, but additionally, there were earthquakes, tornados and other nasty things. Some cities were swallowed up into the earth, others submerged beneath the ocean. More relevant to the present however, is that since then, the land looks completely different to what is was on the old, now outdated maps. Any ruins that were difficult for players to find before are even more so now. Magical items, artifacts and the such are very rare to find.


However, the rarity of items is about equally balanced by the rarity of adventurers. Since the great disaster, adventurers are now few and far between. The only known remaining wizards exist within the remaining tribes of elves and they only train those they trust. Clerics exist within a rigid theocratic city in the northwestern part of the region, but their duties lie with the city. No-one has seen or heard of paladins for a long time.


Party members cannot play clerics or paladins at present. I've allowed a human party member to become a wizard without the elves, but he has had to travel away pre-game east of the region and has returned a first level wizard at the sprightly age of 73. The player is suspicious of the reason wizards aren't seen around and so his character is masquerading as a bard, (he has the actor feat, so is rigged up for such a deception).


The other player's character is a monk who grew up as a street urchin in the above mentioned theocratic city. His skills in brawling were noticed by a member of the monastery he is now a part of and he managed to escape the streets.


In describing the setting, I would mention that the lands all around have become quite a lot warmer than they used to be, this region in particular is very humid with almost daily rainfall. Jungle plants from the coast have spread to many new parts of the region like weeds, adding to the transformation of the landscape.


On the map, drow forces exist in the southeast. Their original attack failed with the disappearance of their dragon and their forces were eventually buckled. For unknown reasons, it appears they could not retreat to the underdark, so they have been trying to bolster their forces on the surface over the last 300 years by any means necessary. In early days they sent out raiding parties to capture 'lesser races' for breeding purposes. Their preferred targets are orc and half or tribes scattered everywhere throughout the land due to the speedy rate at which they achieve adulthood compared with the drow. This half Orc- half drow hybrid is known by the other races as the Droc. Raised under brutal conditions in great number by the drow, the Droc are treated by the drow as no more than a reminder as to just how far they've fallen. Some would suggest the Droc are more offensive to the drow than the elves. The Droc occupy territory west, northwest and north of the Drow and push out from the borders, causing as much chaos as possible. The Droc supply the drow with captive slaves for the mines and the breeding programs and in exchange the drow supply them with crude weapons and armor.


West of the drow are the elves, who survived and weathered the great catastrophe better than all of the other races, because for 1000 years before it, they had lost their homeland and had been effectively made nomadic. This allowed them more adaptability to the other races difficult times and war.


Humans on the other hand are finding it difficult still to recover fully. Many of them are holding onto the past too, desperate to restore that which they have lost. Perhaps the most practical city of the humans is the closest to the Droc border, north west of them. The city wants to rebuild military might, but keeps on being assailed by Droc forces.


Now Droc attacks against this city have been increasing, military forces in the other human cities are mobilising moving gradually east, the elves have tightened their borders, the dwarves in the mountains north of the elves are sending out less trade caravans and still there is a shortage of adventurers in the land.
 

log in or register to remove this ad

I really like the idea of a sort of hex-crawl where you've got layers of information the PCs can learn. But I'm a map geek, so I'm into that sort of stuff.

Do you have a metaplot, or is it mostly up to the PCs to wander around and make up their own story?
 

LostSoul

Adventurer
My campaign storyline is your basic western: Bad-ass dudes show up, deal with problems the locals can't, and change the setting according to their own purposes.

The genre is post-apocalyptic science-fantasy. It's set in Hyboria, Hyrkannia to be specific.
 

As for my own 5e campaign, the big picture is:

Thousands of years ago, the creator god spoke words to bring the world into existence. Those words manifested in the form of a book, and everything in that book is true.

Twenty years ago, the demon lord Baphomet began scouring the world, wiping out all language and writing in an attempt to destroy civilization and reduce everyone to beasts. He succeeded, and today only a handful of people survive, hiding out and trying to protect the last knowledge of civilization.

One of them - a librarian - finds the damaged remnants of the first book, the Book of Lorem. She recalls a ritual she learned long ago that would let you step into a book and see it. She has a wild idea: take a surviving record of history from just before Baphomet attacked, bind that together with the remnants of the Book of Lorem, and then erase one small passage. Then she stepped into the book. Instead of being a static retelling of history, the book came alive. In this pocket dimension, at least, she has a chance to alter history.

The one passage she erased? "The orcs killed them before she was able to get them to safety."



The campaign starts with the PCs as part of a caravan moving to settle a wilderness. They're attacked in the mountains by a massive number of orcs, but a freak rainstorm gives them a chance to escape.

The PCs are basically people who died in the original, real history. But in the book they have a chance to change things. The librarian who set this up meets with the PCs and warns them that Baphomet is coming. She knows somewhere in the land being settled there is a book that contains Baphomet's true name -- it was one of the first books Baphomet destroyed when he originally attacked. If the PCs can get it, she thinks she can use it in the real world to banish the demon lord and give the world a chance.

Now, as of last session the PCs have that book -- the original undamaged Book of Lorem. They'll be able to use the true name to drive off Baphomet for a time, but in so doing they'll learn that their existence is fictional. However, there's a chance they can find a way to get out of the book and save the real world.

I've got a whole complicated timeline of recursive Inception-esque "going deeper into books within books," but it's possible I'll just wrap things up with the PCs winning against Baphomet, and never tell them what's up. We've been gaming since August, after all. But if I think the players are game for a longer campaign, I'll reveal the twist, and their new quest will be to make the world they're in real (thus overwriting the apocalypse suffered by the current 'real world').
 

LostSoul

Adventurer
I've got a whole complicated timeline of recursive Inception-esque "going deeper into books within books," but it's possible I'll just wrap things up with the PCs winning against Baphomet, and never tell them what's up. We've been gaming since August, after all. But if I think the players are game for a longer campaign, I'll reveal the twist, and their new quest will be to make the world they're in real (thus overwriting the apocalypse suffered by the current 'real world').

That sounds nicely complex. It seems as though the players would have a lot of agonizing choices to make!
 

Fanaelialae

Legend
My 5e campaign is set in a weird, post-apocalyptic world.

About three hundred years ago, the Mists came, and nearly everyone it touched died or underwent a monstrous transformation. Those who didn't found that the Mists seemed to grant them strength they'd never known before, and in time became known as Mist Walkers.

The PCs started in Kayleth Village, nestled in a mountain valley above the Mist. It was their duty to venture out into the Mist and defend the town against the monsters that roamed within. They'd never had cause to venture far from town, but when the only lake in the valley began to dry up, they were tasked with discovering the cause and fixing it, or finding an alternate source of water if that wasn't possible. Venturing out, they discovered that a band of orcs and ogres had dammed a river that flowed into the base of the mountain, so that the dragon they served could use the cave it once flowed into as her lair. After defeating them and destroying the dam, they met an elven Mist Walker who explained that his people had been playing the dragon's minions and a band of lycanthropes that had been plaguing the elves against each other. For the first time since the Mists came, the people of Kayleth stepped into a larger world.

While there are things going on in the world, it's a sandbox without an overarching plot. I try to fill it with as much random strangeness as possible: grass that grabs gently at one's ankles, an animated tree with no mouth that nonetheless tries to eat anyone it can grab, and singing rocks. The reason for this lies with the origins of the Mist. Before the Mists, magic was fading from the world. Humans were rising to dominance while other races faded. One of these dying civilizations sought to restore their former glory, and so they pierced the walls between their dimension and the one from which magic arises. They could not control what they unleashed. Theirs was a coherent universe, where each possible action spawned its own reality (many worlds quantum theory). But the dimension of magic was incoherent, wherein all possibilities would arise simultaneously and together. The Mists are magic itself, incoherence leaking into a coherent universe. Mist Walkers are as they are simply because they have a higher tolerance to the Mists.

My favorite Mist-mechanic to date is Recursion, which was inspire by foreclusion from A Red & Pleasant Land. It's essentially time and space slowly breaking down due to incoherence, but it allows me to do things like having the PCs encounter an English sergeant from the 1800's who believed he was on safari in Africa. Since I'm never certain which of the players will be available, it gives me greater flexibility in what to run. Three weeks ago the PCs ended the session searching for the fighter's sister, who'd gone missing. The fighter and the wizard couldn't make it the following week, so the rogue popped two weeks into the past and a week's travel away and helped the druid deal with undead who were searching for a dracolich's phylactery in the forest the druid protects. Then last week, the druid and rogue recursed to the fighter's present to help him find his sister.

I don't have an end game in mind, but the PCs have made plenty of friends and enemies. The rogue befriended a town of goblins that I originally expected the party to fight. Thanks to some excellent rolls, they were able to communicate with the goblins and, due to the rogue's generosity towards them and her musical talents, the goblins now worship her as their patron goddess of music. After ending the lycanthrope threat, they earned the respect of the vampire Count of Durovia, who rules a land where the living and undead dwell together in peace. The rogue owes favors to both Aphrodite and Hades, which may come due soon. After preventing his minions from obtaining the phylactery, they've earned the ire of the lich who rules the ancient elven necropolis. And they've repeatedly clashed with the Red Fang, an all-monster terrorist organization which seeks nothing less than the eradication of all Mist Walkers.

I'm not certain whether it's the 5e ruleset, or the setting, or a combination of the two, but this is the most fun I've ever had with a campaign I've run.
 

Shiroiken

Legend
My 5E Greyhawk campaign:

The Temple of Elemental Evil is once again rising to threaten Old Ferrond. They are working more slowly, with greater caution, building up a force that will crush the goodly folk once they free their imprisoned Demon Queen of Fungi. They have mysterious allies in the Pomarj that are keeping the folk of the Wild Coast and Dyvers from interfering, and are using Celene's indifference to keep them at bay. They have a "secret weapon" that should keep Furyondy from interfering until it's too late, leaving Veluna isolated and vulnerable.

The PCs have discovered all of this, and are currently infiltrating the dungeons of the Temple. They have already found an artifact, the Orb of Golden Death, that the Demon Queen uses to grant spells to her followers while increasing her own. They also have a prophesy which they do not yet understand, and several freed prisoners (one of which may or may not be the missing Prince Thrommel of Furyondy who has amnesia).
 

Sezarious

Explorer
I really like the idea of a sort of hex-crawl where you've got layers of information the PCs can learn. But I'm a map geek, so I'm into that sort of stuff.

Do you have a metaplot, or is it mostly up to the PCs to wander around and make up their own story?

I've tried to rig the map up to be alive on it's own. Cities each have their own "personalities". There are several faction within the game, some which are city based, others which are more racial based (such as the elves, dwarves and half orcs), one or two factions operate with no central location. When I mapped extra layers such as resources, I placed the drow based on their needs with the idea that they conquered the location long ago. From there I placed the other cites based on available resources. I also placed the elves and and the different Orc/half Orc tribes. I worked out the agendas of each race and city (which was pretty much "rebuild") and then worked out the drow strategy of attack. This created military conflict with any tribes and any cities closest to the drow border. Cities not in conflict became wealthy over the 300 year period whilst those in conflict did not, rather, they struggle to function instead. Long story short, I've tried to create a world through cause and effect.

The PC's don't have to follow any plotlines, but the way the region is designed, there are a lot of different problems spread all around. Some problems cause a ripple effect. If PC's choose to dig for problems and fix them, it can have far reaching benefits.
 


meomwt

First Post
Although in my World of Greyhawk timeline, we are post-Wars, the events of module T1-4 haven't happened yet, so the players will be enjoying The Temple of Elemental Evil.

We are three sessions in and they have defeated the Goblins plaguing the road from Veluna (thanks to Lost Mine of Phandelver for that bit) and spent the last session wandering round Hommlet, gathering clues and finding leads.

Our Cleric of Sotillion had a message to deliver to Canoness Y'Dei and is distraught to find out that she has disappeared. He is all for setting out to find her, soon. However, Gundar (their who employed them to escort building materials for Burne's castle) was captured by goblins (same script) and taken to "the Moathouse" so they want to rescue him from there, too.

The Rogue had a trinket in his possession (a black, cold sphere) and in the Cragmaw Goblins' loot was another. These are fragments of the cyst imprisoning The Elder Elemental God, and can (if you get four of them) be used to access the lower level of the Temple (thus doing away with the "Nodes" and nicely saving lots of dreadful grind). Another would be in an old Suel Temple of Pyremius - and the Cleric of Olidammara is looking to find that, his temple was destroyed by that Cult.

There's also a Gnome wizard looking for his heritage and a soldier looking for the traitor who lured his Company to their doom during the Great Northern Crusade.

The Warlock Bounty Hunter upset one of the NPC's last week, the guy has fled to Nulb and will be working towards revenge.

In fact, with all this going on, I'm wondering whether we'll even get to the Temple...
 

Remove ads

Top