You are on page 1of 3

Campaigns I’d Like To Run

Hello all! As it stands we’re about halfway through The Red Hand of Doom. I’d like to
keep plenty of content in the pipeline so we can keep rolling with our weekly game once
we finish up RHoD. I’m giving myself a good deal of lead time because I’d like to scratch
build the next campaign instead of using a module.

So think of this as a pitch doc. I’m trying to get an idea of what kind of game you’d like
to play next. It’s important to know that the following ideas aren't mutually exclusive.
The political campaign may have a big dungeon. The pirate campaign may have travel
amongst the planes.

Lastly, not every character wants to build a castle, sail the seven seas, start a monastic
order, or recovery a lost relic; but some do. If I know what drives your characters I’m
certain we’ll all have more fun.

Wayfinders of the Unknown


The thesaurum venatores is an elite league of treasure hunters. Contracts and rumors
often take its members far and wide across the many planes of the multiverse. Recent
job offers completed by the venatores have included the recovery of the Staff of All
Lights and the slaughter of the great Mikill Loftomir on the elemental plane of air.

The Grand Tour / Treasure Hunt


Politics: Low
Roleplaying: Medium
Tactics: High
Player Buy-in: Think sliders meets uncharted. You’ll be accepting contracts and
traveling the planes. Fun destinations include but are not limited to the Shadowfell, the
Feywild, the City of Brass, you get the idea. Your characters will meet exotic NPCs and
fight dangerous monsters. You may encounter rival treasure hunters along the way.
Of the Chronicles of Dar’Thendal 1189-1232 p.f.
Good King Halanar is dead, he has left no heir, and the freeholds of Dar’Thendal are in
disarray. The barons squabble like children and fight tooth and nail for control.

Meanwhile, this power vacuum hasn’t gone unnoticed. Both the Dwarven warclans and
the Elven gladelords have sent emissaries across the freehold to negotiate new treaties
and draw new borders.

Kingdoms and Political Intrigue


Politics: High
Roleplaying: High
Tactics: Low
Player Buy-in: You are the small cog that turns the wheels of the kingdom. You will
carry messages and negotiate on your leaders behalf. You may go entire sessions
without combat however there is the potential for warfare on a large scale. Built castles
recruit followers and allys. Choose whom you ally with carefully and you may eventually
rule the kingdom.

What Lies Beyond


The lands of Calea are largely unexplored but The White Lady, along with Sir Joyce, have
just ordered an historic decree. For one week only, travel will be permitted outside the
barrier.

Classic Sandbox
Politics: Medium
Roleplaying: Medium
Tactics: Medium
Player Buy-in: I am basically dropping your characters in the middle of nowhere. It’s up
to you to figure shit out. There will be many fires to put out and you won’t have time to
get to them all. Light sci-fi elements will be included.

The Grey Star


There’s an old folk song that all young lads and lasses along the guardian coast know
but refuse to sing; “Be ware, the Night Reivers!” But are the rumors true? Do the Night
Reivers really sail upon the sea of fear and feast on the flesh of the living?

Pirates
Politics: Low
Roleplaying: High
Tactics: Medium
Player Buy-in: You’re pirates and your reputation precedes you. Interesting locals,
strange monsters, your very own ship, and a cataclysmic prophecy are all things you can
look forward to.

You might also like