I am currently running an absolute Stonker! There is too much to write it all out (though I have kept it mostly up to date in the "how was your last session" thread), but they have slain a dragon and are now about to join a war between Dwarves and Giants to reclaim an ancient kingdom of the Dwarves.
The campaign I would say is largely an "unveiling plot" sort of deal - they are making the world, but the world is also making itself around them. They are finding things out about the world, the NPCs they have befriended, and the history of the world (and in one case of a reincarnating dwarf, himself).
~The opening game, which set the theme quite well, foreshadowed the final fight with a tour of the town, which now features miles of water pipes, many "hashbow" turrets on the roofs, and a all-new slaughterhouse whichis run by Iron Golems, who are instructed to slaughter anything with 4 legs which enters. The final fight was against a Blue Dragon, who followed them back to town - allowing them to use the Hashbows, get shocked by the copper pipes, and ultimately lure it into the slaughterhouse. I have tried to keep the theme of foreshadowing things going from then on!
I just made on called Lavastra, and this is the exact theme I made on DnDBeyond.com: "For eons, the Blood Races: Men, Elves, Dwarves, Gnomes, and Halflings, were plagued by The Airlords, monsters of immense powers that claimed the aboveground. Hopeless under brutalness of The Airlords, they fought each other, trying to find the Pillars of Life hidden in the earth. The pillars controlled the life of all living things, tended to by the Fatekeeper, Ruler of Lavastra. After centuries of war, The Fatekeeper noticed they were getting close to finding his location, so he banished The Airlords to a Realm of Prison, Zakhav. But the war couldn't go unpunished. He created a punishment for each race: Elves were blind, devoloping incredible ears that could even move. Dwarves power became measured by their beard length. Gnomes became sensitive to the sun. Halflings were obese and slow. As for Human kind, they were left to tend the dead. The each claimed a portion of Lavastra, Gnomes the caverns, where they evaded the sun, Elves the forest, where they could adapt and hunt, Dwarves the grassland, where they could let their beards grow, Halfling the Frostlands, where mountains grow high, and Humans the Catacombs, where they could tend the dead of all races. For millenia, it stayed in peace. But then the inevitable happened. Strange mutations were noticed in beasts and monsters around the globe. The fatekeeper is inresponsive, like he vanished. And most dark of all the secrets is the spotting of Airlords in the Frostlands. All lands get together and have a council they agree to send one person of each race (The adventurers) to put an end to this."
I have scenes already prepared, such as a library fight scene and a battle at The Pillars. It is very open in terms of how the player want to solve the problem. Nobody has played in it yet, but it is going to be a HOOT!
I am currently running a beholder campaign. 100 years ago in the campaign the nightmare beholder had a vision that in 100 years he would be slain by a high elf bard and a black dragon born fighter(the players of course). Since the beholder hade that vision he rigged the coming election in the nearby city of Arivitya. The new ruler Arubose banned all adventurers so that the vision wouldn't come true. In the game the beholder works with a number of goblins and bugbears to take down the players. But that is just scratching the surface of the campaign. There is a dark wizard named blackstaff, dungeons in abandoned dwarf mines in the hacksaw maintains, a tribe of lizard folk in the deadly delta, a small abandoned castle full of goblins and a assassin in the great plains and the beholders layer in the hacksaw mountains full of traps monsters and a giant ravine the beholder hovers over so that the players cant hit him with unclose attacks.
I recently started running one in a low magic world that the adventurers have found which is amazed by the adventurers magical powers. I intend to let the adventure expand to them discovering an abandoned castle, which uses the blueprint for Cragmaw Castle from Mines of Phandelver, which they should be able to build their fiefdom around. Villains include: Evil Knights, Dragons blocking armies by settling in mountain paths, wood witches and the occasional bandits that intend to loot the castle.
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What are all of the best campaigns that you've run? I'm interested in what kinds of plots, settings, and characters my fellow DMs come up with.
If anybody would like my GMing playlists
battles: https://open.spotify.com/playlist/2mRp57MBAz9ZsVpw895IzZ?si=243bee43442a4703
exploration: https://open.spotify.com/playlist/0qk0aKm5yI4K6VrlcaKrDj?si=81057bef509043f3
town/tavern: https://open.spotify.com/playlist/49JSv1kK0bUyQ9LVpKmZlr?si=a88b1dd9bab54111
character deaths: https://open.spotify.com/playlist/6k7WhylJEjSqWC0pBuAtFD?si=3e897fa2a2dd469e
I am currently running an absolute Stonker! There is too much to write it all out (though I have kept it mostly up to date in the "how was your last session" thread), but they have slain a dragon and are now about to join a war between Dwarves and Giants to reclaim an ancient kingdom of the Dwarves.
The campaign I would say is largely an "unveiling plot" sort of deal - they are making the world, but the world is also making itself around them. They are finding things out about the world, the NPCs they have befriended, and the history of the world (and in one case of a reincarnating dwarf, himself).
~The opening game, which set the theme quite well, foreshadowed the final fight with a tour of the town, which now features miles of water pipes, many "hashbow" turrets on the roofs, and a all-new slaughterhouse whichis run by Iron Golems, who are instructed to slaughter anything with 4 legs which enters. The final fight was against a Blue Dragon, who followed them back to town - allowing them to use the Hashbows, get shocked by the copper pipes, and ultimately lure it into the slaughterhouse. I have tried to keep the theme of foreshadowing things going from then on!
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I just made on called Lavastra, and this is the exact theme I made on DnDBeyond.com: "For eons, the Blood Races: Men, Elves, Dwarves, Gnomes, and Halflings, were plagued by The Airlords, monsters of immense powers that claimed the aboveground. Hopeless under brutalness of The Airlords, they fought each other, trying to find the Pillars of Life hidden in the earth. The pillars controlled the life of all living things, tended to by the Fatekeeper, Ruler of Lavastra. After centuries of war, The Fatekeeper noticed they were getting close to finding his location, so he banished The Airlords to a Realm of Prison, Zakhav. But the war couldn't go unpunished. He created a punishment for each race: Elves were blind, devoloping incredible ears that could even move. Dwarves power became measured by their beard length. Gnomes became sensitive to the sun. Halflings were obese and slow. As for Human kind, they were left to tend the dead. The each claimed a portion of Lavastra, Gnomes the caverns, where they evaded the sun, Elves the forest, where they could adapt and hunt, Dwarves the grassland, where they could let their beards grow, Halfling the Frostlands, where mountains grow high, and Humans the Catacombs, where they could tend the dead of all races. For millenia, it stayed in peace. But then the inevitable happened. Strange mutations were noticed in beasts and monsters around the globe. The fatekeeper is inresponsive, like he vanished. And most dark of all the secrets is the spotting of Airlords in the Frostlands. All lands get together and have a council they agree to send one person of each race (The adventurers) to put an end to this."
I have scenes already prepared, such as a library fight scene and a battle at The Pillars. It is very open in terms of how the player want to solve the problem. Nobody has played in it yet, but it is going to be a HOOT!
I am currently running a beholder campaign. 100 years ago in the campaign the nightmare beholder had a vision that in 100 years he would be slain by a high elf bard and a black dragon born fighter(the players of course). Since the beholder hade that vision he rigged the coming election in the nearby city of Arivitya. The new ruler Arubose banned all adventurers so that the vision wouldn't come true. In the game the beholder works with a number of goblins and bugbears to take down the players. But that is just scratching the surface of the campaign. There is a dark wizard named blackstaff, dungeons in abandoned dwarf mines in the hacksaw maintains, a tribe of lizard folk in the deadly delta, a small abandoned castle full of goblins and a assassin in the great plains and the beholders layer in the hacksaw mountains full of traps monsters and a giant ravine the beholder hovers over so that the players cant hit him with unclose attacks.
I recently started running one in a low magic world that the adventurers have found which is amazed by the adventurers magical powers. I intend to let the adventure expand to them discovering an abandoned castle, which uses the blueprint for Cragmaw Castle from Mines of Phandelver, which they should be able to build their fiefdom around. Villains include: Evil Knights, Dragons blocking armies by settling in mountain paths, wood witches and the occasional bandits that intend to loot the castle.