So it’s been decided. My new summer campaign shall be a 4e Realms campaign. Surprisingly, my players are behind me on this one and not a one seems to argue the use of 4e Realms. Sure, WOTC did a hack job on the poor girl. But just working on the first adventure makes me realize something several of my players have complained about.
What old information is really no longer valid?
Sure, large sections of the world have been, well, wiped out. No more Halruaa and Maztica. Chult is now an island. But, in the lands where my players tend to go, much of what was still is, just a new generation. This, in turn, makes me a bit happy as I have already found myself pouring over information about Tethyr and Darromar.
The entire premise of the campaign involves a motly lot of characters who have fled their Calishite master and are currently on the run. I’ll be borrowing a plot idea from something I’ve read before (Unposted to protect the plot on the off-chance they actually read this) heavily modified to fit the setting. The group consists of a:
Kobold Monk (Using Playtest rules)
I figured with an odd selection of characters (Which is what inspired them to play in the first place), I needed a good hook to explain why this group is travelling together and not just ditched each other (Or killed each other) after their escape. Slavery seemed the best option.
So the opening premise is that the group broke free from their prison, stole what they could from the Pasha who owned them, and fled north to Tethyr. After weeks of travel (Someone swipped a basket of Everlasting Provisions, so their food was covered), they see the watchtowers of Darromar in the distance and know they they have reached freedom.
Or have they?
I’ll try and post weekly updates on the campaign to keep things rolling here. Perhaps I may even post character details assuming my players give me any.
On a cool Realms-related Side-note, it seems Ed Greenwood himself has recently been interviewed by Kobold Quarterly and they’re posting the interview everyday this week.