I just had a great idea for a campaign and wanted to share it. However, I was afraid that it might get lost in the primary Dungeons and Dragons thread and decided to create a new thread for throwing around campaign ideas.
The purpose of this thread is a bit different from the last one: instead of world-building, this thread is focused on brainstorming for campaigns. You can use this thread to both show-off your awesome campaign plans or simply as a place to share your ideas with others. I especially hope that this thread can become a source of inspiration for myself and others.
So, without further ado, here's the idea that prompted me to start this thread:
THE LITURGIES OF THE DIVIDED DRAGON
The original dragon god, Io, believed himself to be the greatest of the gods and thought that he should be the ultimate authority that the other gods answered to. It would be very difficult to usurp control, especially during the Dawn War against the primordials. Io began to construct an elaborate plan that would end with him the lord of both the Astral Sea and the Elemental Chaos.
The first dragons of both the Metallic and Chromatic families were created and instructed by Io to be key players in his strategy for dominance. After challenging the primordial known as the King of Terror, Io then sealed away the knowledge of his plan and some of his strength from himself before facing the primordial in battle. After Io was divided into Bahamut and Tiamat and the lesser dragons had split ways, the original, perfect dragons remained true to their purpose and worked to bring their creator's plans to fruition.
Each of the original dragons now heads a cell of a plane-spanning organization. The cells are made up of lesser dragons, dragonspawn, dragonborn, and even non-dragons who seek to restore the Divided Dragon and do his will. Each part of the organization works to bring about the ideal conditions in the Multiverse necessary for Io to take control as the king of the gods. Once these requirements are met the organization will set events into motion that lead Bahamut and Tiamat to combine and Io to be reborn.
Though it is possible that some extraplanar beings of great power could be in on the plan to recreate Io, the vast majority of gods, primordials, demon lords, and archdevils would most likely be violently opposed to the plot and work to stomp out the organization working to make it a reality. Even Io's own two halves would reject it: after all, not only are Bahamut and Tiamat diametrically opposed to one another, but they are also unique beings who would cease to exist if Io were to be resurrected.
There is also no guarantee that Io's master plan would work out just the way he expected, though; it's quite possible that his reemergence could throw the Multiverse into a conflict of a magnitude not seen since the Dawn War. If Io's plan were to fail his arrogance could well bring about the remaking of the Multiverse and the end of the Material Worlds.
I'm incredibly proud of this idea and will likely drop the last campaign idea that I'd been working on for a long time for this one. I mean, there's so much potential here.
- Evil PCs could conceivably work well in this campaign provided they serve beings who want to stop Io's plan from being fulfilled. It would especially be cool to have followers of both Bahamut and Tiamat working together to prevent the destruction of their gods.
- As Io's plan is revealed and tensions rise in the Multiverse the party could try to defuse the situation by talking gods, archdevils, demon lords and primordials out of declaring all out war throughout creation.
- There could be beings of great power who were in on the plot the whole time for various reasons. Some beings could believe that Io truly does deserve to rule the planes. Others could see it as a way to pursue their own goals, whether it be to take advantage of the new order and gain power or use it to kickstart the end of creation.
- Adventures wouldn't be limited to just fighting the organization trying to revive Io; the PCs could also work to weaken the forces of demon lords and primordials who are prepared to overtake the Astral Sea.
- What could be more cool than two gods being recombined against their will into one greater god at the culmination of a plan hatched at the beginning of time?
- Once Io is defeated the PCs could talk some sense into him. Once persuaded Io could conclude that he was too arrogant and that the Multiverse is better off without him. With that he willingly splits back into Bahamut and Tiamat, ending the plot that had been in existence since the beginning of time and bringing stability and order back to the Multiverse.
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I use amnesia in this, and I'm sorry for it, but it feels appropriate.
A few more notes. Afterwards, the players will probably be dumped in Sigil, a 'gift' in exchange for their service (instead of dying with everyone else).
-The 'memories' would have been generated using a cartomancy guide I found online. Different suits represent different events, different numbers representing different points in time. Players would accrue 'fate points' (and could gamble for more) that would provide a game effect if they wanted to spend them there, or could be spent for redraws/to affect the events in their memories.
-Also, each player would be tied to a card in the deck. Each player would choose a suit and draw a card, and maybe even a second card. The suits would give bonuses for certain elements (if someone played a genasi, his cards would be chosen for him), with one card representing their major card, and another their minor. Many villians, allies, etc would all be represented by other cards in the deck. Perhaps in later tiers, a quest would occur where the players were to find or eliminate other members of the deck.
-To keep the playing card events in the game later, players would be tied to the plane of portents (and the diety too), and as such, would be able to use fatepoints/prophecy later, using similar rules as to the memory generation.
The general premise is something that will probably be a natural outgrowth of what's happening in my current campaign. I'll pop back in sometime this weekend to detail what we've been doing with our D&D gaming for the past 8ish years (off and on).
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I'm kind of worldbuilding, kind of not. I like points of light because it means I can do setups such as these which are coherent, but don't have to be entirely thematically linked, y'know? They can share some elements, but not have to bend to everything.
Basically, I'm building towns and then building plots around them.
Here's a few I've been thinking about lately (and been too lazy to sit down and write out til now):
In this vein: I like the look of The Problem with Quirk although I'm not sure how the PCs fit in.
-- Though Quirk restrains himself with Crackle, the townsfolk have always had a problem with a dragon threatening them with harm. Plus, his little kobold tribe won't stop picking through people's garbage. So for years they've been hiring dragonslayers to go up into Crackle's lair and get rid of the old brute, but Quirk has always managed to outwit them.
Now they've brought the PCs in, "professional" dragonslayers, and Quirk's worried. He's been fortifying his defenses best as he can, but with his kobolds mixed up with some internal problems, he's a little understaffed.
-- A much younger white dragon named Icetongue looking to build a reputation and gain some territory for himself. Hearing stories about "Old Crackle", he figures the doddering old dragon is easy pickings, so he's moved in. He's even found a third kobold tribe more than willing to ally themselves with him due to chronic bullying from the Whitesnouts. The stage is set for a dragon on dragon confrontation that Quirk knows he's ill-equipped to deal with with so much going on in his town.
However, there are those dragonslayers his town recently hired. Couldn't they be useful in dealing with this problem?
-- Quirk is always interested in new and potent forms of shapeshifting. Recently he's learned of a group of druids with great ability and he's looking into ways to not only bring them to the area. The PCs are contracted by Quint to scout them out and gain a little information on them. They're a strange and insular group, however, and possibly not even druids at all.
-- A priest of the Raven Queen named Myra has quietly moved into town. According to a vision from her Goddess, it's time for the strings of Crackle's fate to be snipped. Researching, she's discovered hints of Quirk's fondness for multiple roles...
-- There's a small settlement of dwarves living within Crackle's mountain range that Quirk has also appeared to as a friendly elemental named Whim. For a small tax, he's been allowing them to dig into "its" territory and they've allowed it to hang out while they work. However, the dwarves have discovered that there's enough material to mine in the mountain for a long time and have started on plans to build a city without Whim's knowledge. What does he do when they arrive and start to build?
This is all off of the top of my head of course...
I've always liked how Shadowrun treats their dragons; specifically, the Great Dragons. They're just like people with wants, needs, desires, likes, hates, and motives, but they're three stories tall and long and can breath ruinous fire. Random dragons are fine, but sometimes you want a dragon with personality.
Quirk is interesting because he's in over his head and he knows it. To him, he's playing the dragon version of Animal Crossing and trying to stay offline so other people can't come and take the fruit out of his trees. But its a dangerous game to play because if anyone finds out about what he's doing, it all falls down around him. He could take out Icetongue, but he'd be too weak to deal with the dragonslayers. He could destroy Cracklesprings if the villagers ever found out, but I mean, that ruins the game - same with the changelings finding out and packing up. He's trying to be conservative but the more he spreads out, the more dangerous the whole thing becomes.
I really like Quirk
I've probably put at least a hundred characters on a bus.
There is a tower in the middle of town, extending higher than the eye can see. The tower has been locked for as long as anyone can remember. One day the tower opens. Inside the tower are a set of stairs leading to floors which exit out into the world. Each floor is a completely different world, unaware of the multiple worlds above or below it. Basically each floor is an entirely self-contained area unaware that it's part of a larger set of planes (in the game at the very top was the creator of the tower, who had basically made the entirety of existance just to see if a group of adventurers would ever make it to the top.)
PSN: SAW776
- Basically for this campaign the players could be part of a mercenary company, or army regiment, black ops squad protecting border towns and villages, taking part in counter-offenses on the other side of the wall, or sneaking around gathering information.
- The plague is a 28 days lateresque rage virus. Anyone infected soon becomes insane, uncontrollably enraged and cannibalistic towards any other person they see that is not infected. Finding a cure/ vaccine for the plague can be part of the storyline. If left alone for several months, infected regain their capability to reason. But are irrevocably changed. Still filled with rage and traces of madness, they make for vicious foot soldiers in the Artuvian military. (think barbarians in plate).
- 16 of the 17 crystals that fell from the sky allow a person to "imprint" their souls and minds onto the crystal. Basically transferring their mind, soul, and consciousness into the crystal, and allowing them to remotely control their body from the crystal. Their body is also copied to the crystal. So that at the point that the body they are controlling dies, a new body emerges from the crystal at the exact same age, wearing the exact same clothes and with exactly the same equipment (even magic) that the crystal was last imprinted with. This can curiously create duplicates of unique magical items and artifacts. The old King from 100 years ago is imprinted onto one of these crystals and is thus immortal. the only way to kill him permanently is to destroy his crystal, have someone imprint themselves over him (battle of wills type thing) or destroy the 17th crystal.
- The 17th and largest of the crystals that fell allows communion with ancient and mysterious beings from the far away stars. The influence from the 17th crystal drives the motivations and madness of all those who are infected by the plague.
-Certain power sources are nullified in an area directly proportional to the size of the crystals making certain areas dead zones for skills each crystal nullifies a different power source (Divine, Arcane, Primal, etc.). High ranking soldiers and commanders of the army carry small pieces of crystal with them that nullify low level power source skills in an area a few feet around them.