the_taken
King of the Impossible
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So I've had this adventure idea since grade nine. On a (fantastic) world at war, the Players are inheritors of a once great kingdom necromancers and vampires, Mirafar. I've never gotten this one off the ground, but it was suppose to be a huge D&D campaign that would run from levels 3 (then later 5) to infinity. Several incarnations of rule modifications, and home brews have gone by, but I have yet to actually run a game.
Backstory: Some Mirafar hating ass-holes summoned an army capable of defeating the kingdom from another dimension (the actual army has changed a few times.) Then the inter-dimensional invaders (IDI) turned on their summoners and tried to conquer the world for themselves. After 100 years, the IDI have been turned back, and mighty armies have sprung up and started reclaiming lost kingdoms.
The game starts in a counter-invading army's camp tasked with reclaiming the first to fall, Mirafar. However, after taking back the lands, the siege on the fallen capital and suspected IDI stronghold was cancelled. Considering there was little resistance across the kingdom, either the IDI's presence was low, or they held back there army in the capital to maximize there defencive effectiveness. So the last camp was instead fortified.
Hearing their lost home was within arms reach, the Players have come to the camp to use it as a launchpad for their reclamation. The goal of the players is to clear out the fallen capital of IDIs and the undead that have sprung up from the uncontrolled necromantic energies, rescue survivor's descendants, find lost artifacts of power, claim magical energy fountains.
There are some concepts that I have borrowed from other games that take place in this one. The first is the exalted status the PCs have (from Exalted) that allow them to circumvent the bureaucracy of the army.
Another is the sex-fighting featured on some of the games here. There would be numerable creatures that would be focused on sex (consensual or not) with the PCs (vampires, succubi/incubi, tentacle fiends), and the PCs would have the choice to be sexergy powered.
A corruption system affected by the magic characters encounter. My list is Necromantic, Demonic, Fey magic (Plant), Celestial (angels corrupt too!) and IDI (they get their own special corruption effect.)
I'm not going to run the game using D&D. I've been taking a look at many system to try an pick one more suitable. I'm looking for something where the power scale of the PCs is obviously higher than regular mooks, but the difference between a beginning character and an endgame character isn't world shattering (8 levels in D&D3.5 is that point)
While Exalted comes with the exalted status, the gameplay inspiration of super mighty kung-fu is unappealing. I was thinking more along the lines of Sword and Board, Cloak and Dagger, Cloth and Sceptre. No tranquil moon punches, nor rapier duellists in magical pants (though magical pants will be available)
Exalted also has some called menses, magical fountains that players can take control of. The version I was thinking of would involve the players getting a shiny new power.
I was thinking about a modification of All Flesh Must be Eaten or Shadow run.
Below is the campaign story map I made to try and get ideas flowing:
Blue Boxes are named areas where many events can occur. The Primary Camp, and the Golbin and Orc Villages would be like Tristram from Diablo, where all the friendly NPCs hang out and give you some quests, trade items, or provide services.
The areas inside the city are places of contention. They are large areas packed with hostile entities, lost treasures, magical focal points, and scarce allies. I'll have tables set up for random encounters. As a general rule, if you intend to move through these areas, you only have to deal with three rolls on the table.
Green Circles are large wide open spaces. They generally lack hostile entities, but when they are present you can see them well enough that you don't end up fighting them immediately. Around the camp are prairies, while Mirafar's Palace has a really big garden/graveyard.
Yellow Circles are choke points. Some of them have a predetermined hostile encounter, but after players defeat it they don't have to deal with it again. Sometimes a hostile encounter will show up there and bother the PCs. It is a live war, after all.
Yellow Diamonds are short dungeons that can be cleared out. Red Circles are big dungeons that can't be cleared out, but have a very nice treasure to find.
WARNING! BIG FUCKING IMAGE
Anyway, I'm open to adventure ideas or advice on system choice.
Edit-> Is the a horizontal line option?
Backstory: Some Mirafar hating ass-holes summoned an army capable of defeating the kingdom from another dimension (the actual army has changed a few times.) Then the inter-dimensional invaders (IDI) turned on their summoners and tried to conquer the world for themselves. After 100 years, the IDI have been turned back, and mighty armies have sprung up and started reclaiming lost kingdoms.
The game starts in a counter-invading army's camp tasked with reclaiming the first to fall, Mirafar. However, after taking back the lands, the siege on the fallen capital and suspected IDI stronghold was cancelled. Considering there was little resistance across the kingdom, either the IDI's presence was low, or they held back there army in the capital to maximize there defencive effectiveness. So the last camp was instead fortified.
Hearing their lost home was within arms reach, the Players have come to the camp to use it as a launchpad for their reclamation. The goal of the players is to clear out the fallen capital of IDIs and the undead that have sprung up from the uncontrolled necromantic energies, rescue survivor's descendants, find lost artifacts of power, claim magical energy fountains.
There are some concepts that I have borrowed from other games that take place in this one. The first is the exalted status the PCs have (from Exalted) that allow them to circumvent the bureaucracy of the army.
Another is the sex-fighting featured on some of the games here. There would be numerable creatures that would be focused on sex (consensual or not) with the PCs (vampires, succubi/incubi, tentacle fiends), and the PCs would have the choice to be sexergy powered.
A corruption system affected by the magic characters encounter. My list is Necromantic, Demonic, Fey magic (Plant), Celestial (angels corrupt too!) and IDI (they get their own special corruption effect.)
I'm not going to run the game using D&D. I've been taking a look at many system to try an pick one more suitable. I'm looking for something where the power scale of the PCs is obviously higher than regular mooks, but the difference between a beginning character and an endgame character isn't world shattering (8 levels in D&D3.5 is that point)
While Exalted comes with the exalted status, the gameplay inspiration of super mighty kung-fu is unappealing. I was thinking more along the lines of Sword and Board, Cloak and Dagger, Cloth and Sceptre. No tranquil moon punches, nor rapier duellists in magical pants (though magical pants will be available)
Exalted also has some called menses, magical fountains that players can take control of. The version I was thinking of would involve the players getting a shiny new power.
I was thinking about a modification of All Flesh Must be Eaten or Shadow run.
Below is the campaign story map I made to try and get ideas flowing:
Blue Boxes are named areas where many events can occur. The Primary Camp, and the Golbin and Orc Villages would be like Tristram from Diablo, where all the friendly NPCs hang out and give you some quests, trade items, or provide services.
The areas inside the city are places of contention. They are large areas packed with hostile entities, lost treasures, magical focal points, and scarce allies. I'll have tables set up for random encounters. As a general rule, if you intend to move through these areas, you only have to deal with three rolls on the table.
Green Circles are large wide open spaces. They generally lack hostile entities, but when they are present you can see them well enough that you don't end up fighting them immediately. Around the camp are prairies, while Mirafar's Palace has a really big garden/graveyard.
Yellow Circles are choke points. Some of them have a predetermined hostile encounter, but after players defeat it they don't have to deal with it again. Sometimes a hostile encounter will show up there and bother the PCs. It is a live war, after all.
Yellow Diamonds are short dungeons that can be cleared out. Red Circles are big dungeons that can't be cleared out, but have a very nice treasure to find.
WARNING! BIG FUCKING IMAGE

Anyway, I'm open to adventure ideas or advice on system choice.
Edit-> Is the a horizontal line option?
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