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Post by phos on Jan 21, 2018 21:04:26 GMT
What about a campaign where the players are revenants? I mean it’s basically The Crow. There’s a lot of cool features going off what’s in the Monster Manual. Espcially a built in time line, built in drama, and a built in conclusion. I think it’d work exceptionally well as a short solo campaign, but a team would be cool to. Like an undead A-Team (executed for a crime they did not commit...) either way, it’d be a fun turn and burn campaign. 3-7 sessions maybe. I imagine super tropey themed villains as mini bosses as the PC(s) work their way up the chain to get to the final epic battle. Characters have to avoid or interact with loved ones, knowing they will die again, perhaps old allies treat them as evil creatures, they have to steal supplies and avoid being seen (espcially in an urban setting) and they can just launch them selves at enemies because they don’t need to worry about destroying their bodies. It’d be a cool way for them to break out old characters or as a pallate cleanser between bigger campaigns.
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Post by dmsam on Jan 22, 2018 7:07:47 GMT
I am actually intrigued about this topic. It doesn't necessarily need to be a short campaign, as long as the target of the PC's vengeance is far out of their reach.
Imagine this scenario: in a theocratic nation, a group of paladins, clerics and innocents are betrayed and executed. In order to rest, they must find those responsible for their deaths and exact vengeance upon them (maybe the angel of vengeance ordained this task). As they progress through the web of deceit, the find that their betrayal is not the works of one, but of many.
It'll almost be an assassin's creed style of game. Rather than de-syncs, the PCs find themselves reviving at mass graves and the like, only to continue with their primary objective.
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Post by phos on Jan 23, 2018 17:21:13 GMT
Oh yeah, it doesn’t need to be short at all. I think that’s what I like about it, it can become really elaborate or really simple and still work just as well.
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Post by joatmoniac on Jan 25, 2018 23:05:35 GMT
I like the potential story hooks behind it, and the apparent ease at which you could dip in or out of the idea. I might even have the party build regular characters that you kill early on and then they return as the revenants. It could be as simple as tracking back down the group that killed them, or unraveling the plot that was behind their deaths. It could also be a campaign arc that your players love, and at the end you slay the big bad, but none of them pass on because the players noticed the sigl of the order they thought they had been working for hidden beneath the villains cloak, dun dun duunn!
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Post by phos on Feb 9, 2018 6:19:48 GMT
The way it reads in the revenant entry in the MM, the revenant knows (feels) where its target is as long as its on the same plane (I think). Like dmsam said, there are several guilty parties, so as they eliminate each foe they (i would make the power work based on distance) would suddenly "feel" the next little bad. So if the final big bad is actually on a different plane then they wouldn't feel it... right? That "feel" the guilty parties suggests to me they don't have to know who killed them or why. The story becomes part detective story, part revenge flick. As they track down each guilty party, they uncover a little more, and just when they think have figured it all out and kill the "last" big bad, (*nods to joatmoniac*) and nothing else pulls at them... they wait and wonder why they don't pass on. And then a portal opens and they realize it was all a plot! The real big bad orchestrated the whole thing! It was all a diabolical plan to use the players as pawns to kill the one person that was keeping the REAL big bad locked away on another plane.... Another component that attracts me to the concept is that a revenant only has a year to accomplish their task. Its such a simple but compelling framework. lets just say its an earth like setting; 12 months; 12 bad guys; 12 lairs... so conceivably 12 sessions bookended by a prologue where the characters are murdered in cold blood, and an epilogue where they battle the 13th (hidden) REAL big bad. I would almost want to go dragon ball z and make almost that entire last session one long battle.... which is feasible if it happens in a graveyard. That way the players have an inexhaustible source of bodies. Which... how FRACKING cool would that be? (is frack okay on this forum?)
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DM Startle Toad
Commoner
Posts: 8
Favorite D&D Class: Druid or Warlock
Favorite D&D Race: Lizardfolk
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Post by DM Startle Toad on Feb 11, 2018 15:41:20 GMT
In the campaign I run, one of my pcs is a revanent. The whole driving purpose for having returned makes for some very interesting story possibilities. For example, my pc revanent has a whole "to do" list to complete before she can return to the grave. One of those things is to kill a bunch of goblins from a certain tribe. During the adventure the pcs had to work with the goblins to defeat a common enemy and now she has a moral choice to make.
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Post by phos on Feb 13, 2018 4:09:26 GMT
During the adventure the pcs had to work with the goblins to defeat a common enemy and now she has a moral choice to make. That's a really nice layer. And also that makes me wonder, is there a price to pay if you come back and don't act out your vengeance? Like by putting the interests of the party over over her personal interests, has she offended some deity? Will her soul now be subject to limbo, even though she did the right thing?
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