1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
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Please check out my homebrew, I would appreciate feedback:
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
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they/her Always open to chat. Just send me a PM
Whatever it takes Yeah, take me to the top I'm ready for whatever it takes 'Cause I love the adrenaline in my veins I do what it takes
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
Gonna go into a Ravnica campaign, my current character is a simic hybrid barbarian who is part of the gruul. He has flying squirrel flaps, the skin of a boar, and the fur of a bear being infused with land animals instead of the usual aquatic creatures. He has rage issues due to his animalistic blood, and therefore is a barbarian, being a totem warrior (I chose bear for the first choice).
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Rollback Post to RevisionRollBack
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Ok my most favourite city/adventure idea for DnD. So the players one day end up getting teleported to a demiplane (either by accidentally walking through a portal, going through the wrong portal, or however) This demiplane only consists of a massive, roughly spherical, underground cavern with an abandoned dwarven-style city inside. Now this city is not just on the floor, it covers every inch of exposed rock including the walls and roof. Wherever you walk gravity is always pulling you towards the floor. The further from the floor the players get the less gravity with the centre area of the sphere being weightless. Floating around within this no-grav area is chunks of rock and building, general debris, predatory creatures and massive clumps of glowing mushrooms (This stuff is spread around the rest of the city to just not floating). But the main feature of this city is a massive tower that bridges between two points of the sphere and passing through it’s centre, it is this tower that the city seems to be built around the bases of the tower being the most built up and slowly thinning towards the ring on the cavern floor that is furthest from either base. In the centre of the tower there is a massive chunk missing that looks like it was demolished or blown up which holds the secret of what happened to this city.
Through playing this adventure the players will (hopefully) figure out what happened here. Thousands of years ago a subterranean race had built two nearly identical cities on opposite side of their kingdom that severed as the nexuses for their immensely massive underground network. This race carved out of the rock and earth an empire that stretched beyond any known modern empire and connected different realms and planes. However as with all empires it eventually fell. With all off the empire but the two sister cities lost to decay and invasion the two populations became starved and desperate. When they were on there last few days a group of wizards approached the queen. This almost cult was notorious for their unnatural obsession to push magic beyond its limits. The rest of the magical community ridiculed them and warned them of great dangers and as such they were largely shunned, but when they approached the queen she was desperate and had nothing to lose so she accepted their proposal. Their proposal was this: To bring the entire sister city to them where their combined might can fight back the invading hordes of monsters and rebuild their empire. So half the cult was sent by magical means to the other city. In both places they climbed the towers that where the symbol of the empire and begun their untested and roughly hewn magic. The spell backfired and teleported both the cities together, joined at the towers, both on top of the other, into their own demiplane with its messed up gravity resulting from leftover magical energy. The collision of the towers killed the cultists and the rest of the population died within 3 weeks from either the collision, starvation or one of the unnatural monsters that got sucked in during the demiplanes creation.
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Ok my most favourite city/adventure idea for DnD. So the players one day end up getting teleported to a demiplane (either by accidentally walking through a portal, going through the wrong portal, or however) This demiplane only consists of a massive, roughly spherical, underground cavern with an abandoned dwarven-style city inside. Now this city is not just on the floor, it covers every inch of exposed rock including the walls and roof. Wherever you walk gravity is always pulling you towards the floor. The further from the floor the players get the less gravity with the centre area of the sphere being weightless. Floating around within this no-grav area is chunks of rock and building, general debris, predatory creatures and massive clumps of glowing mushrooms (This stuff is spread around the rest of the city to just not floating). But the main feature of this city is a massive tower that bridges between two points of the sphere and passing through it’s centre, it is this tower that the city seems to be built around the bases of the tower being the most built up and slowly thinning towards the ring on the cavern floor that is furthest from either base. In the centre of the tower there is a massive chunk missing that looks like it was demolished or blown up which holds the secret of what happened to this city.
Through playing this adventure the players will (hopefully) figure out what happened here. Thousands of years ago a subterranean race had built two nearly identical cities on opposite side of their kingdom that severed as the nexuses for their immensely massive underground network. This race carved out of the rock and earth an empire that stretched beyond any known modern empire and connected different realms and planes. However as with all empires it eventually fell. With all off the empire but the two sister cities lost to decay and invasion the two populations became starved and desperate. When they were on there last few days a group of wizards approached the queen. This almost cult was notorious for their unnatural obsession to push magic beyond its limits. The rest of the magical community ridiculed them and warned them of great dangers and as such they were largely shunned, but when they approached the queen she was desperate and had nothing to lose so she accepted their proposal. Their proposal was this: To bring the entire sister city to them where their combined might can fight back the invading hordes of monsters and rebuild their empire. So half the cult was sent by magical means to the other city. In both places they climbed the towers that where the symbol of the empire and begun their untested and roughly hewn magic. The spell backfired and teleported both the cities together, joined at the towers, both on top of the other, into their own demiplane with its messed up gravity resulting from leftover magical energy. The collision of the towers killed the cultists and the rest of the population died within 3 weeks from either the collision, starvation or one of the unnatural monsters that got sucked in during the demiplanes creation.
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Ok my most favourite city/adventure idea for DnD. So the players one day end up getting teleported to a demiplane (either by accidentally walking through a portal, going through the wrong portal, or however) This demiplane only consists of a massive, roughly spherical, underground cavern with an abandoned dwarven-style city inside. Now this city is not just on the floor, it covers every inch of exposed rock including the walls and roof. Wherever you walk gravity is always pulling you towards the floor. The further from the floor the players get the less gravity with the centre area of the sphere being weightless. Floating around within this no-grav area is chunks of rock and building, general debris, predatory creatures and massive clumps of glowing mushrooms (This stuff is spread around the rest of the city to just not floating). But the main feature of this city is a massive tower that bridges between two points of the sphere and passing through it’s centre, it is this tower that the city seems to be built around the bases of the tower being the most built up and slowly thinning towards the ring on the cavern floor that is furthest from either base. In the centre of the tower there is a massive chunk missing that looks like it was demolished or blown up which holds the secret of what happened to this city.
Through playing this adventure the players will (hopefully) figure out what happened here. Thousands of years ago a subterranean race had built two nearly identical cities on opposite side of their kingdom that severed as the nexuses for their immensely massive underground network. This race carved out of the rock and earth an empire that stretched beyond any known modern empire and connected different realms and planes. However as with all empires it eventually fell. With all off the empire but the two sister cities lost to decay and invasion the two populations became starved and desperate. When they were on there last few days a group of wizards approached the queen. This almost cult was notorious for their unnatural obsession to push magic beyond its limits. The rest of the magical community ridiculed them and warned them of great dangers and as such they were largely shunned, but when they approached the queen she was desperate and had nothing to lose so she accepted their proposal. Their proposal was this: To bring the entire sister city to them where their combined might can fight back the invading hordes of monsters and rebuild their empire. So half the cult was sent by magical means to the other city. In both places they climbed the towers that where the symbol of the empire and begun their untested and roughly hewn magic. The spell backfired and teleported both the cities together, joined at the towers, both on top of the other, into their own demiplane with its messed up gravity resulting from leftover magical energy. The collision of the towers killed the cultists and the rest of the population died within 3 weeks from either the collision, starvation or one of the unnatural monsters that got sucked in during the demiplanes creation.
U guys like it?
P.s im winning
No
Yes, he's winning.......... unless you deserved reading the whole message from him.
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Ok my most favourite city/adventure idea for DnD. So the players one day end up getting teleported to a demiplane (either by accidentally walking through a portal, going through the wrong portal, or however) This demiplane only consists of a massive, roughly spherical, underground cavern with an abandoned dwarven-style city inside. Now this city is not just on the floor, it covers every inch of exposed rock including the walls and roof. Wherever you walk gravity is always pulling you towards the floor. The further from the floor the players get the less gravity with the centre area of the sphere being weightless. Floating around within this no-grav area is chunks of rock and building, general debris, predatory creatures and massive clumps of glowing mushrooms (This stuff is spread around the rest of the city to just not floating). But the main feature of this city is a massive tower that bridges between two points of the sphere and passing through it’s centre, it is this tower that the city seems to be built around the bases of the tower being the most built up and slowly thinning towards the ring on the cavern floor that is furthest from either base. In the centre of the tower there is a massive chunk missing that looks like it was demolished or blown up which holds the secret of what happened to this city.
Through playing this adventure the players will (hopefully) figure out what happened here. Thousands of years ago a subterranean race had built two nearly identical cities on opposite side of their kingdom that severed as the nexuses for their immensely massive underground network. This race carved out of the rock and earth an empire that stretched beyond any known modern empire and connected different realms and planes. However as with all empires it eventually fell. With all off the empire but the two sister cities lost to decay and invasion the two populations became starved and desperate. When they were on there last few days a group of wizards approached the queen. This almost cult was notorious for their unnatural obsession to push magic beyond its limits. The rest of the magical community ridiculed them and warned them of great dangers and as such they were largely shunned, but when they approached the queen she was desperate and had nothing to lose so she accepted their proposal. Their proposal was this: To bring the entire sister city to them where their combined might can fight back the invading hordes of monsters and rebuild their empire. So half the cult was sent by magical means to the other city. In both places they climbed the towers that where the symbol of the empire and begun their untested and roughly hewn magic. The spell backfired and teleported both the cities together, joined at the towers, both on top of the other, into their own demiplane with its messed up gravity resulting from leftover magical energy. The collision of the towers killed the cultists and the rest of the population died within 3 weeks from either the collision, starvation or one of the unnatural monsters that got sucked in during the demiplanes creation.
U guys like it?
P.s im winning
No
Yes, he's winning.......... unless you deserved reading the whole message from him.
they were both my comments... I was saying no to the proposal of a new quote chain
1. New game your best (and most unique) city in your homebrewed campaign or
2. the craziest city that was a official city (like Waterdeep) that was morphed by your characters and remember:
3.ALWAYS QUOTE THE QUOTE CHAIN
My city is a smuggler city-state named Point Crin. In my homebrew setting there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin government is centered on three pillars, 1. the guilds, 2. the mob/people and 3. the pirates.
Crin (it's founder) wanted a type of government where the people got there say. At first Point Crin followed its founders system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild move to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice mayor (who was not as important as the Mayor and thus was not brided) delcared all the resent election void because of the guild intervening and declare them the new government.
After some more years a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirates leader is the Rear Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and who ever hold it is the de facto leader of the pirates. Anyway the pirate resettled in the Point Crin Lagoon.
The pirate control the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides has the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayor before her) restore the old government. To do this she needs money so she sells her services to the highest bider. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the word fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who get over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality he does not exist and the people who rule the guilds are a group of Doppelgangers.
hello. anyone ...
This has happened, but we haven't run it yet. Hard to explain.
Long story short, we are running Dragon Heist, now Dungeon of the Mad Mage, and our party is composed of a Elf Diviner Wizard, Lia Liadon, human conquest paladin, Henenu Bakafre, a halfling swashbuckler rogue, Jasper Copperkettel, and dwarf artificer, Alberich Trollbleeder. Henenu is level 17, Lia and Alberich are level 16, and Jasper is level 13, none of them multiclassed.
Essentially, we started a new campaign, while still doing Dungeon of the Mad Mage on and off. We are doing Baldur's Gate: Descent Into Avernus, but 30 years in the future after the end of Dungeon of the Mad Mage will be, so around 1529 DR. This was necessary, because one of our party members in Descent Into Avernus wanted to be a half-elf Redemption paladin, the son of Henenu Bakafre, the human Conquest paladin in the previous campaign. I had to do a brief rundown of what was going to happen in the future without revealing too much. I decided that this future is just an assumption that as soon as we switched over to Descent into Avernus to see if everything went "right", what would happen. Essentially, if things turned out different in the long run, it is just a different reality set in a different timeline.
So, apex of Dungeon of the Mad Mage, there will be a giant battle in Waterdeep between Mecha-Halaster (Warforged Colossus stats, but shaped as Halaster Blackcloak) and several of the Walking Statues of Waterdeep, and the apprentices of Halaster and the Waterdeep heroes (Laeral Silverhand, Vajra Safhar, Hlam, Force Grey, and Elminster if he's not on Eberron yet). The heroes will have a harder task and will be above level 20 (I'm currently developing an epic level character rule set, and will have it ready by the battle) and they will be fighting The Knot in the Weave and the Dungeon of the Mad Mage.
Essentially, the Knot in the Weave is an Elder Tempest (MToF), with 20th level spellcasting, and is a gargantuan Eidolon (MToF), and will inhabit Undermountain and animate it, destroying a major part of Waterdeep, causing Mount Waterdeep to landslide to destroy many buildings, killing hundreds. I assume, they will teleport the animated dungeon to a demiplane or the middle of nowhere, and fight it where they want too. This is a tough fight, but they will have the help of Jhesiyra Kestelharp in the form of a living wish, but will still have to defeat each individual level of the dungeon, destroying key components before they can destroy the Knot in the Weave.
Essentially, after the giant battle, a lot of Waterdeep is destroyed, serious reconstruction is required, and Undermountain is destroyed, and Durnan and Mirt will die.
Alberich will move to space, Lia will travel across the Sword Coast creating towers out of the Mighty Fortress spell, out fit them with wards, teleportation circles, and traps, then go live in Candlekeep for a while training an apprentice, Jasper will become the highest ranking Zhentarim member in all of Waterdeep, set up a major smuggling operation of drugs and poisons, build a dungeon under the city to produce the toxins. Henenu Bakafre will start a family, build a fortress to live in, travel with different adventuring parties, kill the Tarrasque once, so on.
What do you think? Does the plan sound good? The battle will be massive and require a lot of preparation.
Thinking about doing Descent into Avernus, but have a current group already, and I am not the DM.
I personally would like to do a campaign in ravnica (I like the orzhov)
what your favorite guild everyone
Izzet, who doesn't love a bunch of goblins and Vedalken running around in exploding wheels and fly in hat shaped helicopters?
good point
I like orzhov because they are basically fiendish bankers. twisting poor sods into paying them and handing over there souls forever
In one of my dnd ravnica campaign I created a timeline to the foundation of the guildpact. do you want me to share with it?
Sure.
I started a Ravnica campaign just over a year ago, but we stopped doing it after around 5 sessions because one player wanted to stop, and the game got weird.
What do you think of my giant Waterdeep battle idea?
it seems cool and I definite see the characters renaming/building it in there own image. I this one idea for a encounter were a city was under siege and each of the had a battalion at there disposal each one fitting the character. dwarven shield guard for the dwarf fighter, a pack of shape shifted wolves/druids for the druid etc.
The timeline leading up to Ravnica:
1. The Fey unify under one ruler. This ruler starts consuming other nature gods, this being becomes Mat’Selesnya (Selesnya Conclave).
2. The now unified nature priests join with a group of wizards with the purpose of creating new life. After a while they forget their religion beginnings (Simic Combine).
3. Some followers of one of the last other gods (this god is Ilharg, the Raze-Boar). They help the demons due to their chaotic nature (Grull Clans).
4.The Demons win the blood war forcing the (arch)devils* to retreat to the prime material plane. Most set themselves corrupt the banking establishment into fooling them and worshiping them (Orzhov Syndicate).
5.The Demons chase the feeling devils to prime material plane. They are lead by the demon lord Graz'zt (who is renamed Rakdos). He gets stuck (I will tell you why) on the prime and set up a mixer of a traveling carnival and a war band (Cult of Rakdos).
6. The amount of destruction causes a group of crazy lunatics who live in the wake of the demons to grow under a philosophy of rebirth (Golgari Swarm).
7. The common folk gather in safe places which are protected by sphinxes against the demons. The small isolated groups communicate through magical messages and create a code of laws. (Azorius Senate). 8. The good gods hear the prayers of the faithful and send a legion of angels. The LG angels create a military structure and start to battle the demonic hordes that are pouring forth. This legion is secretly joined by Zariel who continues here campaign against the demons (Boros Legion).
9. With the army of angels running around (and encouraged by Dispater) a vampire (who has been able to save him save from the demons) create an information network to keep himself alive (House Dimir).
10. The angles, good people, banks (egged on by the Archdevil) and the followers of Mat’Selesnya unify the scientific community together to find a way to forever stop the demonic invasion. They under the leadership of a Dragon are able to cast a ritual which cuts off the prime from the astral plane (this is why Graz’zt/Rakdos is trapped). Other wizard follower darker paths egged on by Mephistopheles (Izzet League).
11. In the outer Celestial stopped the demons on Acheron and Carceri/Limbo. This is because of an effect of the ritual which causes planes travelers to hop between adjacent planes to travel them. Also Carceri is next to limbo because a Greater Power hurred it there and since it traps everyone there few demons can get to limbo where they die to the githzerai
*Zariel joins the boros, Dispater joins dimir, Mammon joins the Orzhov, Belial joins the Orzhov, Fierna joins the Orzhov, Levistus is still trap in that block of ice but is allied with the Orzohv, Baalzebul is left behind because of his curse, Mephistopheles joins the Izzet and, Asmodeus joins the Orzhov. The 5 Archdevils that join the Orzhov are the reason that there are 5 ghosts on the Obzedat
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
sure. I can see Eberron being better
What do you think about the archdevils fate
Welp
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Ok my most favourite city/adventure idea for DnD. So the players one day end up getting teleported to a demiplane (either by accidentally walking through a portal, going through the wrong portal, or however) This demiplane only consists of a massive, roughly spherical, underground cavern with an abandoned dwarven-style city inside. Now this city is not just on the floor, it covers every inch of exposed rock including the walls and roof. Wherever you walk gravity is always pulling you towards the floor. The further from the floor the players get the less gravity with the centre area of the sphere being weightless. Floating around within this no-grav area is chunks of rock and building, general debris, predatory creatures and massive clumps of glowing mushrooms (This stuff is spread around the rest of the city to just not floating). But the main feature of this city is a massive tower that bridges between two points of the sphere and passing through it’s centre, it is this tower that the city seems to be built around the bases of the tower being the most built up and slowly thinning towards the ring on the cavern floor that is furthest from either base. In the centre of the tower there is a massive chunk missing that looks like it was demolished or blown up which holds the secret of what happened to this city.
Through playing this adventure the players will (hopefully) figure out what happened here. Thousands of years ago a subterranean race had built two nearly identical cities on opposite side of their kingdom that severed as the nexuses for their immensely massive underground network. This race carved out of the rock and earth an empire that stretched beyond any known modern empire and connected different realms and planes. However as with all empires it eventually fell. With all off the empire but the two sister cities lost to decay and invasion the two populations became starved and desperate. When they were on there last few days a group of wizards approached the queen. This almost cult was notorious for their unnatural obsession to push magic beyond its limits. The rest of the magical community ridiculed them and warned them of great dangers and as such they were largely shunned, but when they approached the queen she was desperate and had nothing to lose so she accepted their proposal. Their proposal was this: To bring the entire sister city to them where their combined might can fight back the invading hordes of monsters and rebuild their empire. So half the cult was sent by magical means to the other city. In both places they climbed the towers that where the symbol of the empire and begun their untested and roughly hewn magic. The spell backfired and teleported both the cities together, joined at the towers, both on top of the other, into their own demiplane with its messed up gravity resulting from leftover magical energy. The collision of the towers killed the cultists and the rest of the population died within 3 weeks from either the collision, starvation or one of the unnatural monsters that got sucked in during the demiplanes creation.
U guys like it?
P.s im winning
No
Yes, he's winning.......... unless you deserved reading the whole message from him.
they were both my comments... I was saying no to the proposal of a new quote chain
Then continue this quote chain, little grasshopper !!!!! muHAHAHAHAHHAHAHAHA
Oh, so this is the forgotten realms becoming ravnica? That seems cool. If I were to convert a world to Ravnica, I'd probably choose Eberron.
I once made a post-apocalyptic world that is essentially my homebrew world of Minsua if the Demons won the Blood War. It is called Flaote (fuh-lay-ow-teh). Do you want to hear about it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
sure. I can see Eberron being better
What do you think about the archdevils fate
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
My favorite guild is Dimir, cause I like rogues...
But my second is Grull, because they are smashing things for nature!
Hi
they/her Always open to chat. Just send me a PM
Whatever it takes
Yeah, take me to the top
I'm ready for whatever it takes
'Cause I love the adrenaline in my veins
I do what it takes
Woofff woofff...wub wub wub... barfff barffff
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Welp
they/her Always open to chat. Just send me a PM
Whatever it takes
Yeah, take me to the top
I'm ready for whatever it takes
'Cause I love the adrenaline in my veins
I do what it takes
I choose to be evil and not quote the quote chain
Gandalf_The_Gray, goddess of the quote chain | NG | Knowledge, Life | Female brass dragonborn head facing left
NOTICE
I will be inactive until August. Thank you for your patience.
I like their fate, but I have a feeling that the ghosts in the Orzhov senate aren't the original ghosts, they eventually died off.
So, in my world, Asmodeus is killed, and all other Archdevils start fighting to reclaim his throne. In the chaos, the Demons launched a giant invasion of the Nine Hells. The devils, caught off guard, were overthrown and all killed by their hubris.
The Demons swept across the lower planes without the devil's regulation of them. They destroyed Carceri and freed the demon lords that were stuck there. They destroyed Gehanna, but a lot of them fled the Material Plane. The demons started invading the Underdark, turning it into the 667th layer of the Abyss.
The Angels and Gods noticed that the demons were gaining too much power, and launched an all on invasion of the Abyss, killing a few demon lords, and destroying the lower 666 levels of it. They couldn't destroy the Underdark because of its connection with the Material Plane. The surviving demons fled to the Material Plane, killing the priests of the angels and gods that destroyed their home.
The Gods, losing many followers and angels, had no choice, but to retreat from the Material Plane, while severing the connection between the Material Plane and the Outer Planes. The Elemental Planes, Shadowfell, Feywild, and Ethereal Plane were all still connected.
The Obiryths then filled the Underdark with the waters of the River Styx, driving out most of the demons and claiming the majority of the world for themselves. They also corrupted the oceans of the planet, filling them with magical toxins that warp creatures that try to drink it, even if purified. Aboleths saw the opportunity to take over the world while the gods were gone. The Mind Flayers also saw this opportunity, for the Githyanki and Githzerai were also cut off from the Material Plane, and they were able to reproduce astoundingly. Unfortunately, they clashed, and the Mind Flayers were warped, their legs turned into webbed tentacles giving them an enhanced ability to swim. They also gained the ability to breath water through their skin. Aboleths gained the ability to cast fly once each long rest on themselves, granted from their studies psionics, merging themselves more with the Far Realm.
The world is overrun with demons, but overrun may be an overstatement. Many of the demons were killed in the destruction of the Abyss, and many of the Yugoloths that survived continue to hunt them down. The sky is gray and hazy, the waters are disgusting. All large cities were destroyed, only small villages and settlements survived. Every humanoid has a warped body from the Flesh Warping table from the demon's corruption.
Most of the world is gone, and the players can discover ruins of ancient cities that fell in the world's destruction, learn names of lost gods, and possibly reunite the world with the outer planes and restore balance to the world.
What do you think?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Found this hilarious pic on the web
they/her Always open to chat. Just send me a PM
Whatever it takes
Yeah, take me to the top
I'm ready for whatever it takes
'Cause I love the adrenaline in my veins
I do what it takes
note those who don't quote the quote chain will be either ignored and shamed
LeviRocks I think that that is a good idea. Question: what about the good/neutral and the duagar (who worship devils) races of the Underdark. I feel (as Established by Out of the Abyss) that all who stay will be consumed by the madness of the demon lord. Maybe the Draconic prophecy is leading up to that
Guys I need a some help for a prophecy line about some ancient powerful creature being released if a certain event. And yes Levi it is about the fallen angel.
how about When flame famine ends, the twisted one shall be released
explained: When famine on acheron (astral pool color flame) ,the entity will be released
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
Gonna go into a Ravnica campaign, my current character is a simic hybrid barbarian who is part of the gruul. He has flying squirrel flaps, the skin of a boar, and the fur of a bear being infused with land animals instead of the usual aquatic creatures. He has rage issues due to his animalistic blood, and therefore is a barbarian, being a totem warrior (I chose bear for the first choice).
I feel like that is a bit too vague. The trick with prophecies is to tell the players exactly what will happen, and what will cause it, but in such a weird phrasing and sentence structure, and just overall shape of the whole prophecy that the players can't understand the basic meaning until it happens, or right before it happens, or much earlier if they're smart.
Example, I don't know if this relates to your campaign, I'm just making do with the information you've given me.
The name is shifted, free of freedom,
When flame is famined, nothing remains,
Save for the hidden lost one, redeemable demon,
Once the aching plane ends, truth will remain.
Will something like that work? (Sorry, my computer won't get out of italics)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
that works great. Sorry about your computer.
I like the idea that the portal to his prison is inside one of the cubes
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
Fixed now.
Oh, I made a mistake, don't rhyme remain with remains. Change the second one to "Truth is a chain" or something like that if you want it to be a proper rhyming prophecy.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ok my most favourite city/adventure idea for DnD. So the players one day end up getting teleported to a demiplane (either by accidentally walking through a portal, going through the wrong portal, or however) This demiplane only consists of a massive, roughly spherical, underground cavern with an abandoned dwarven-style city inside. Now this city is not just on the floor, it covers every inch of exposed rock including the walls and roof. Wherever you walk gravity is always pulling you towards the floor. The further from the floor the players get the less gravity with the centre area of the sphere being weightless. Floating around within this no-grav area is chunks of rock and building, general debris, predatory creatures and massive clumps of glowing mushrooms (This stuff is spread around the rest of the city to just not floating). But the main feature of this city is a massive tower that bridges between two points of the sphere and passing through it’s centre, it is this tower that the city seems to be built around the bases of the tower being the most built up and slowly thinning towards the ring on the cavern floor that is furthest from either base. In the centre of the tower there is a massive chunk missing that looks like it was demolished or blown up which holds the secret of what happened to this city.
Through playing this adventure the players will (hopefully) figure out what happened here. Thousands of years ago a subterranean race had built two nearly identical cities on opposite side of their kingdom that severed as the nexuses for their immensely massive underground network. This race carved out of the rock and earth an empire that stretched beyond any known modern empire and connected different realms and planes. However as with all empires it eventually fell. With all off the empire but the two sister cities lost to decay and invasion the two populations became starved and desperate. When they were on there last few days a group of wizards approached the queen. This almost cult was notorious for their unnatural obsession to push magic beyond its limits. The rest of the magical community ridiculed them and warned them of great dangers and as such they were largely shunned, but when they approached the queen she was desperate and had nothing to lose so she accepted their proposal. Their proposal was this: To bring the entire sister city to them where their combined might can fight back the invading hordes of monsters and rebuild their empire. So half the cult was sent by magical means to the other city. In both places they climbed the towers that where the symbol of the empire and begun their untested and roughly hewn magic. The spell backfired and teleported both the cities together, joined at the towers, both on top of the other, into their own demiplane with its messed up gravity resulting from leftover magical energy. The collision of the towers killed the cultists and the rest of the population died within 3 weeks from either the collision, starvation or one of the unnatural monsters that got sucked in during the demiplanes creation.
U guys like it?
P.s im winning
New Quote Chain and new Question.
What is your favorite part of Eberron, it can be anything, from warforged, to the scorpion venom tattoos?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
No
Yes, he's winning.......... unless you deserved reading the whole message from him.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
they were both my comments... I was saying no to the proposal of a new quote chain
Then continue this quote chain, little grasshopper !!!!! muHAHAHAHAHHAHAHAHA
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk