I don't know why this is making me so giddy, but the more I think about this classics campaign, the more I like it. Here's how it's framing out so far... it's a huge quest to put together the Sword of Vengeance, which is the only object that can finally slay the demilich Alazar. His return would blanket the world in darkness, so it's kind of important that he's stopped.
Level 1: One Adventure
A1: The Frontier Fortress and the Dens of Discord. The heroes travel to fight some humanoids, delve a small shrine of chaos, and find out why an apprentice was sent here. Clues lead them to the House of Halazar.
Level 2: Two Adentures
A2: The House of Halazar. Halazar, who was the apprentice to Alazar, has risen from the dead, and his book holds secrets to Alazar's return. The heroes must travel through this mysterious house half hidden in the swamps and recover the book, which also contains clues on finding the rest of the sword.
A3: The Slavers of Reverie. The grandson of Alazar has taken on a role as slave master of Reverie. The heroes must travel to Reverie, infiltrate the slave group, and slay the leader. As the only living person in the bloodline of Alazar, he possesses the hilt of the sword. They learn of a distant land, the Desert of Despairing Souls, where the rest of the sword is in possession of a powerful genie that rules that land.
Level 3: Three Adventures
A4: Stormwrack Island. On the way to Stormwrack Island, their ship is sunk in a cataclysmic storm, and they are marooned on a lost island inhabited by dinosaurs. The ancient people here have a magical skiff that they will need to earn through their help against a dark foe hidden in a jungle temple.
A5: The Desert of Despairing Souls. The heroes travel to a distant land to defeat three lesser efreeti (each entranched in a far corner of the desert) to recover keys to free the greater genie who rules this realm. He will grant them an item that will allow them to slay Alazar: The Hallowed Sword of Vengeance. He also gants each hero one wish. He tells them also that three other powerful relics, which can be used by the other members of the fellowship, have been hidden in Greyspire Mountain, and he will send them there...
A6: Greyspire Mountain. The heroes travel to a mountainous complex where three hallways lead to three great treasures - and to a variety of strange challenges.
Consequently, they end level 3 each in possession of a powerful relic.
Level 4: Four Adventures
A7 (?): Hall of the Hill Giant Lord. The heroes travel to the hall of a hill giant lord who acts as the gatekeeper for a passage into a series of realms of shadow.
A8 (?): The Web of Secrets. Delving into an a pocket realm ruled by a spider demoness, the heroes must attempt to recover the soul gem of Alazar and pass to the even darker lands beyond. The spider demoness stands in their way.
Need two more here... maybe inspired by Temple of Elemental Evil? Not sure... but I have lots of time to get there.
Level 5: One Adventure
A11: In the ultimate campaign adventure, the heroes delve the trap-filled and haunted tomb of Alazar the Demilich which sits at the frontier of the thirteen hells, attempting to put him to rest once and for all. This would no longer have the 'get out of jail free' option - characters who die here stay dead.
This sounds really fun!
ReplyDeleteThis classic adventure storyline sounds exciting and full of challenges! I love how each level has a clear goal and specific tasks, and each location and quest seems to have a unique atmosphere and challenge. Your players must be looking forward to unraveling the mystery of this epic story!
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