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Post by Beeb on Apr 14, 2012 19:58:05 GMT -5
So like we discussed earlier after Avi and Kate left, we want to get back into D&D/Hero, and are trying to come up with campaign ideas. I had one on my way back home during the hour car ride.
The Uncharted Land- DnD 3.5
The age of exploration has come to the kingdom of Ybeven, and many are eager to put their newfound nautical technology to the test. No other continents but your own are known to the kingdom, but that has not stopped the adventurous and the foolish alike. No ship has yet managed to navigate the harsh, uncaring sea far beyond the known borders. Some say there are riches out there, others nothing but death upon an endless ocean. What shall you find out there?
While I've basically thought out the whole adventure, I've found that it'd only last for about 10 or 12 sessions, starting at level 5 or 6. Not all that bad at an attempt at an ongoing story when it comes to me DMing, though. Considering that we're all coming up with ideas, it wouldn't be too bad for it to be short, so as to allow someone else to DM for a time.
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Post by Beeb on Apr 15, 2012 12:16:30 GMT -5
Also I couldn't find that half-giant drummer bard at all in my PMs either, Mark. I know he exists somewhere.
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Post by Jongluer on Apr 15, 2012 13:32:11 GMT -5
1) I disbelieve that this half-giant drummer exists, or well, that he was ever played. He might have been rolled but played I'm beginning to doubt.
2) My ideas, I have two:
Alendon's Folly Hero 6th Edition, in the setting used for my current pirate game, High Powered Superheroic
The PCs were a group of adventurers who have been summoned to the child hood home of one of their old adventuring companions, Alendon. Alendon's father sadly delivers news that Alendon is most likely dead after going to do some research in the southern reaches of Elven lands. He implores that the party goes forth one last time to retrieve the corpse and help lay it to rest. This would be a shorter series, probably 6-10 sessions though it could be extended if we're all really jiving with it and stuff.
The Mysteries of Red Rock Vale D&D 3.5, a more "generic" D&D setting, beginning at 3rd Level
For a number of reasons, the PCs have traveled north from the more settled regions of the continent and now find themselves quickly approaching the far flung settlements that dot across the Red Rock Vale. On the edge of civilization, danger lurks at every turn particularly in the form of the savage races that are supposedly plaguing this once peaceful region. One thing is certain in this country, and that's that you never know who might survive the night. This would (hopefully) be the start of a larger campaign spanning from a low level to the mid levels (or higher). Of course it could also be stopped after 8-12 sessions depending on how we were enjoying it or put on the back burner to switch out GMs and returned to at later dates.
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Post by Beeb on Apr 15, 2012 21:00:11 GMT -5
Also changing my mind; if we play 3.5 and I'm not DM, dibs on cleric cause I got an awesome idea for a ranged cleric/rogue.
It makes sense with a backstory I'm thinking of.
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Post by Innocentius on Apr 16, 2012 0:58:49 GMT -5
What? Anyway, here are my ideas, from somewhat serious to really ridiculous. And I haven't really thought these out a whole lot. Also note that I'm not available this Saturday - I'll be out of town all day. Dusk: It is, seemingly, the twilight of civilization. What was once a prosperous world fueled by mighty works of magic has been torn apart by mysterious plagues and famines. The powerful mages that once ruled society, who once subjugated the very laws of physics to their will, could not save their people from their blight. The towers they once inhabited have long since crumbled, but their powerful works still tick on, now just mysterious relics from another age. These are of little comfort to the small encampments of civilzed races that cling to the world, as they are more concerned with their continued survival in the face of the terrifying creatures that now walk the face of the earth, along with those who have been driven insane by the encroaching darkness. As inhabintants of one of the last civilized settlements, and as some of the few who can hold their own against the terrors that roam beyond, will you survive long enough to unravel the mysteries of this world, and perhaps - with a great deal of perserverance and a little bit of luck - bring about a new dawn? This is, perhaps unsurprisingly, the most likely to be run in DnD (maybe in Northern Crown?) The Repo Men: Wizards are an ambitious sort, and have a tendency to fill the world with all sorts of interesting and wondrous things. For better or worse, a great deal of magical power has been tied into their creations. And while nobody's about to sneak off with an Apparatus of Kwalish, that Hammer of Thunderbolts sitting in a mage's closet is a prime target for a savvy thief. And if and when that happens, you have what you might call A Situation. Fortunately, The Repo Men exist, and they are here to handle your Situation. Pay them a somewhat uncomfortable sum of gold, and they'll retrieve your magical trinket, as long as you have at least some indication of being the rightful owner. The story begins with our intrepid adventurers leaving the big city to start a satellite office in a small village with a penchant for trouble. Use the opportunity to make a name for yourself in the firm, seek fame and fortune in your reposession adventures, or just revel in the satisfaction of a job well done. This last one is really stretching the idea of fantasy, but it's something I've been tossing around. Historically-Inaccurate Ninjas: In the Wikipedia, it is written: "A ninja ... was a covert agent or mercenary in feudal Japan who specialized in unorthodox warfare. The functions of the ninja included espionage, sabotage, infiltration, and assassination, and open combat in certain situations." Reality is rather boring, isn't it? Wouldn't it be much more interesting if the ninja was the greatest supersoldier who ever lived - able to fall any distance, turn invisible, run on water, breath fire, turn into any beast, and more? In this alternate-history world, they can do all that and more. In the year of 20XX, a Soviet Union that never fell and an America that has subjugated most of the "free" world are at each other's throats. The SALT treaties have been long discarded, and the world dreads the Cold War becoming very, very hot indeed. In a last-ditch attempt to save the world, Japan, one of the very last neutral nations, has assembled a crack squad of its legendary ninja supersoldiers (that's you guys) Which raises the question: are you bad enough ninja to save the world? I should probably get on thinking these through more, just in case.
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Post by Beeb on Apr 16, 2012 1:21:31 GMT -5
Yes. A rogue/cleric that hangs back with a bow.
I had another idea, not as fleshed out as the former:
Detectives of the Dark: HERO
Like any other major hub in the world, the Principality of Reshlan is a toilet. Overrun by filth, cheats, and crime, the Prince ignores the plights of the people, favoring to stuff his mouth rather than attend to his lands. It is within this hellhole that a few choose to fight back, in the hopes of a better tomorrow. The Agency (aka you guys; placeholder name) is one such group.
If we decide on a campaign by the end of the week, could we meet on Friday or Sunday to make characters, or are those days iffy?
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Post by Innocentius on Apr 16, 2012 9:13:46 GMT -5
Sunday would work fine.
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Post by Beeb on Apr 16, 2012 9:32:44 GMT -5
I like the sound of the Red Rock, Repomen, and Ninja campaigns, if just how silly the latter two could get. But I also feel like I could run a decent game.
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Post by Jongluer on Apr 16, 2012 13:04:50 GMT -5
Right now, my favorites are (in no particular order): Dusk, The Uncharted Land, and The Mysteries of Red Rock Vale.
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Post by Beeb on Apr 16, 2012 20:03:01 GMT -5
Hmm, kinda feeling a scout instead if we play 3.5. Tynan, any preference as to the ideas presented?
Also someone needs to have a ring of the ram.
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Post by Jongluer on Apr 16, 2012 20:44:10 GMT -5
A Scout, really? I assume you mean the Complete Adventurer Scout.
By Moradin's Hammer man, why?
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Post by Beeb on Apr 16, 2012 21:10:21 GMT -5
Competent at melee, good at range, fills the role of rogue that I kinda want to do.
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Post by Innocentius on Apr 16, 2012 21:57:40 GMT -5
I'm liking the Uncharted Lands and both of Mark's ideas. I'm also not sure how much I'm actually going to want to run a game. I'll keep thinking about it.
And honestly, I'm not sure why you'd play a scout instead of a ranger or rogue.
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Post by Beeb on Apr 16, 2012 22:52:05 GMT -5
So basically a toss up between Uncharted Land (me) and Red Rock (Mark)? I'm cool with DMing first if you want to be a player, Mark.
Forewarning: There's a lot of messed up stuff in this PDF of the MM4 I found. Hehehe...
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Post by Jongluer on Apr 17, 2012 15:08:52 GMT -5
I'd still like to hear what Avi and Brian are thinking.
Also, Steve, share these many pdfs! I lost mine a long time ago.
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