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

My current campaign is set in Planescape, and it began in November 2013. System is Pathfinder, but transitioning to 5e.

The central plot is that, after years of adventuring, the party finally decided to settle down and move onto higher goals, thus founding their own organization. After discussing their background and how they'd met (which, considering we were set to start at 15th level, in itself ended being the description of an entire campaign!), I allowed them to design the purpose and function of said organization.

The result was the Brotherhood of the Impossible, an organization specialized in solving the most insolvable cases, while at the same time serving for the staging ground to set out and establish the PC's political network. With the help of a mysterious patron, the Brotherhood managed to purchase a run-down hotel in Treasure Lane, Market Ward, Sigil (here's the map of the building I drew based on the player's requests).

The core idea of the campaign is absolute freedom of action, allowing the PCs to dictate where the story goes. Still, there's a central plot: The Patron, later revealed as Loth the Magnificent, is an exceedingly well-connected individual leading both an organization meant to protect the interests of primals in Sigil and a smuggling network across the Lower Planes (through the use of ships able to jump across the planes at certain dimensional weak spots).

His reasons to help the PCs get started in Sigil were both to use them as a tool to handle stuff he didn't want to appear involved with (the opening adventure sent the PCs hunting for an iron sarcophagus containing a powerful demon that had been stolen from one of his ships by followers of Kali) and to see if they were useful to increase his political capital.

This, because a central theme I'm trying to push in the campaign is the tension between primals and planars, particularly regarding the political and economical spheres of power within Sigil. So there's the planar Factions on one end (with their own conflicts, of course) and the Council of a Thousand Worlds on the other, to which dozens of primal organizations belong. While the Council is normally about defending primal interests in the planes, there's currently a strong division after one of the most influential members, Pontos Moldoon (a ridiculously wealthy half-orc from Faerûn who engages in what's essentially large-scale tomb raiding across the Prime Material. He's not popular with the Powers) started pulling strings in order to promote a more hostile attitude towards the Factions, which clashes with Loth's more moderate and pragmatic approach.

After noticing he could rely on the PCs, Loth proposed his plan to the Brotherhood: One of the members, Moldanir Thuln of the Royal Tarovian Society, is about to be kicked out after managing to lose all support within the Council (there's 50 members in total, down from an originally unmanageable number of 1,000. They kept the name, though), and this presents the first opportunity in over a decade for a new member to join. Though there's a huge waiting list already, everybody knows the election is down to whomever manages to secure the most votes before the election takes place. So while Loth wants to get the Brotherhood elected, Moldoon is pushing to get his own puppet there (the Golden Anchor, a merchant organization originally from Waterdeep which keeps a lucrative trading route across the Oceanus River, but is involved in more nefarious stuff regarding ferrying souls). This has resulted in a bitter political (and often no so civil) race to secure the seat, with grave implications regarding the political stability of Sigil.

So right now the campaign is a mixture of Stargate and House of Cards across the planes.
 
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I don't do "storylines", I do sandboxes with lots of stuff going on and let the story emerge from the choices of the players. So far it has been fighting bandits, exploring a megadungeon (a little of it, anyhow), protecting an outlying village and other not-too-connected adventures.
 


Ours is set in and around Phandalin and involves the Zhentarim - indeed, it is named Rise of the Zhentarim - and involves a civil war between the Cyricist and Banite arms of the Zhentarim and, basically, the events of the Red Hand of Doom but with Bane replacing Tiamat and the Zhentarim replacing a lot of the leaders. The horde itself is still made up of goblinoids.

Besides that plot, there are lots of small related and unrelated "dungeons" to explore in a hexcrawl around Phandalin.
 

Our previous campaign (4e and 5e playtest material) dealt with a series of various adventures, some linked some not, but climaxed with a TPK during their TOEE run which also coincidentally happened to be their 13th Adventure.

The new campaign (5e) started with the destruction of the ToEE and the unfolding events which occurred between the campaigns. These unfolding events affect more change in the setting.
The players are currently chasing a few surviving elemental cultists all the way to the Caves of Chaos/Keep of the Borderlands - along the way I have integrated modified D&D modules (Horror on the Hill, Lost Mines of Phandelver)

The entire campaign is completely sandbox with an actual timeline pre-drafted. No course of action is the 'right one' but delays and different PC choices affect the timeline in interesting ways across the land. A possible End Game does exist, but I'm hesitant to reveal it here in case one of my players comes across it.

The most interesting factor in the campaign being, that one of the PCs, is in possession of an enchanted tome, which replicates (purposefully) the diary of his mentor as he (the mentor) learns of the news and writes it down, and which mentor does not travel with them. In that way, even when they are spelunking or adventuring in remote parts of the land, they become aware of the gradual setting changes through the words of his mentor. The information/news provided through the diary introduces further options during their decision-making as they attempt to discern which matters require their attention most.

Therefore the diary, travel time required to cover distances, over-arching mission and immediate/current influences via NPCs are continuously considered given that a fixed timeline exists, and thus makes the value of a day extremely significant.
 
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I love the idea of the diary! I can imagine setting up something similar with my pc's and an NPC they become attached to, then have a 'Balin's diary' like moment when they are too far away to save them...

"We cannot get out. We cannot get out. They have taken the bridge and Second Hall. Frár and Lóni and Náli fell there bravely while the rest retr [...] Mazarbul. We still ho[...]g ... but hope u[...]n[...]Óin’s party went five days ago but today only four returned. The pool is up to the wall at West-gate. The Watcher in the Water took Óin--we cannot get out. The end comes soon. We hear drums, drums in the deep."
The last line is a trailing scrawl of elf-letters reads "They are coming"
 

My 7e Gamma World campaign is a The Book of Eli inspired tale of twisted freaks traveling a sacred book across the hostile wasteland of Rat's Mouth to a sanctuary off the coast of Florduh. Also, the sacred book is a porno mag.

My D&D 5e campaign involves the PCs as newly-minted lords of a domain that is being threatened by demonic forces submerged in a huge lake hundreds of years ago.
 

Long ago, a nation known as Fairmont fell into chaos when their king was revealed as a lich by a group of well-meaning adventurers. He was slain, but the secret to destroying his lich's phylactery was never found, so powerful mages bound him inside it so he could not escape. The destruction of their king left a power-vacuum, and nobles and barons all vied for control. Civil war raged, and eventually a truce was declared and the nation settled into a patchwork of small fiefdoms, baronies, and principalities.

A barony once known as Falconshire was usurp ted by a power-hungry mage known and Telenicus the Merciless. He forged a pact with a young green dragon named Celadon as well as tribes of hobgoblins and goblins. He renamed the barony to the Black Falcon Barony and began plans to expand his control out to his neighbors. So far, he has done so mostly through raiders and bandits, but recently, he has moved a mercenary group known as the Iron Ring into an area known as Collinwood.

The PCs will begin by attempting to liberate Collinwood (in what is essentially a re-imagining of the Reavers of Harkenwold) and earning Telenicus's ire. They would later learn that Telenicus has gained possession of the lich's phylactery and is attempting to free him. Along the way, they have the opportunity to gain baronies of their own, re-instate the last Real King, and do all the other awesome things high level adventurers do.

All of this takes place on Enderia, my homebrew world. Its kinda classic-cliche fantasy, but that's the point. My last few games were unique, so we're going for traditional to usher in the new system.
 

The premise for my current campaign is overfilled with awesome:

A crack commando unit was sent to prison by a military court for a crime they didn't commit. These adventurers promptly escaped from a maximum security stockade to the Waterdeep underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire the PCs.

There are many fools to be pitied and much love for plans that come together.
 

My PCs are the bondsfolk of a newly-minted Baron, looking to clear 2 hexes in each direction so he can finish building his keep and settle into his retirement.
Their patron is a nice blunt former adventurer with a lax policy towards his underlings and a broad-minded approach towards finders-keepers; his barony is a bit unsettled from the semi-permanent conflicts that rage across it, but that just makes it a beacon for adventurers eager to make a name.

He disappeared.
He's not political but his rivals are both skilled and powerful; what allies he could have are predisposed against him and do not trust him -- or the party!
The party finds themselves in the position of playing a game to which they do not know the rules, with players they have not yet identified, with stakes they just spent three months developing a sense of ownership and responsibility for.

And truly, the game goes deeper than they think; the actual schemes at court are a deep game being played for rulership of Dis (not quite, but very close to D&D's Iron City of Hell) by the current Dispater Asmodeus (close enough!) and his challenger, once-Dispater Levistus; the party's main adversary is a powerful warlock who is playing both sides of that struggle against each other, so bull-in-a-china-shop behavior by the PCs will bring them to the attention of the Iron City regardless.

Currently, they believe their patron to be dead, failing to defend a colony of allies at the Battle at Seareach from an army of ogres and giants. However, he is not, and is instead held for ransom in the nearby foothills, at the steading of the hill giant chieftain. They will get this news when the mountain pass reopens after winter, though of course they cannot afford the ransom; hopefully pursuit of it will bring them to court, but if not, official recognition of their deeds will.
Learning that the giants were intended to slay, and not capture their patron might lead the party to follow the trail to a few other giantish locations along the way.

Unbelievably, however, this isn't what they're dealing with right now: instead, a circle of dark witches (in service to the Iron City) seeks to petition release of an ancient of theirs; they have laid potent enchantments across the half constructed ruins of the patron's keep, to make it the site of their ancient's second natality. The party seeks (without much success so far) to discover the prophecy (there isn't one, though the witches have bluffed that there is) which foretells this event and prevent it.
Actually, this should come to a head next session, I'm really looking forward to it.
 

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