The
Tone of the Campaign
Sun, 13 Aug 2006
The World of Greyhawk is under the grip of darkness. The forces of Good has failed to protect the land due to a lack of competent heroes. The forces of darkness swept across the known civilization, destroying vital strongholds that could challenge its power. The towers of sorceries and churches of faith were the first to fall, ensuring that the resistance have little organized access to magic.
But the World of Greyhawk is large and it is impossible for the forces of darkness to watch everywhere all the time. At the outlaying areas, the population is still able to lead fairly normal lives. Slowly the forces of Good recovered from their wounds and secretly gathered their forces to strike back. They sent their spies across the land, gathering intelligence on the enemy and looking out for new blood to join their ranks.
The once great kingdoms are no more. The ruined World of Greyhawk is now home to survivors like the Ruined Circle, the Scarred Brotherhood and the Sea Beggars. Mere shadows reminding the lands of their former glory. Heroes are once again emerging, they awake to rediscover a land that has changed drastically, filled with danger and peril.
It is time to venture forth! Many heroes heed the call, few survive to tell the tale...
This is an action-oriented fantasy campaign based mostly on published modules adapted to the setting. Below are some examples of challenges that the player characters had to overcome in the past.
Each of the party members tries to perform, tell stories and dance to appease a large blue dragon in order to relieve its boredom and avoid being toasted when they accidentally blundered into its eternal prison in an extradimensional space. (Season Three, Banewarrens – Tremoc Korin, the baneheart)
Finding their way safely out of a burial crypt filled with deadly traps. After burying their comrade in the innermost chamber and saying their prayers, all the traps were reset, and the party had to brave through curse, whirling blade, spiked pit, bane, lightning bolt, scare, shatter, scythe, fireball, etc. traps on their way out. (Season Three, Banewarrens – The Broken Seal)
A race against other groups of contestants to win the heart of a fair lady. The party had to sail across narrow channels of water while being bombarded by catapults, brave through a dark and creepy forest filled with traps, and climb up a volcano while avoiding falling rocks from the sky. (Season Two, Paradise Island – Shangri-La)
Convincing a tribe of “sea elves” to help the party and provide information to an ancient underwater tomb. The party members had to take turns telling stories of their adventures, complemented by special effects from illusion spells. (Season Two, Peer Amid the Waters)
Spending a night in an asylum filled with inmates who are less than welcome in normal society. The party had to find all ways and means to entertain, bluff, and intimidate each of them in hope of finding more information. (Season One, Deep Freeze)
Defending a village against a massive attack from a large tribe of orcs and ogres. The party had to rescue the villagers and lead them to safety, seek help from the elves, and tactically position their spell-casters and archers to maximum effect against the overwhelming forces. (Season One, Iriandel)
The action never stops, until all the heroes drop!