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PostPosted: Fri May 26, 2017 9:18 am 
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Ill-Fated Peasant

Joined: Mon Jun 04, 2012 7:42 am
Posts: 9
So there was this old 2nd Edition D&D module called "The Apocalypse Stone" which involved the end of the world with the hook that the players caused it. My problem with the module as I recall it, is that the players caused it more or less randomly, and never really found out that it was them until way too late to do anything about it.

I came up with a riff on the idea for another setting, but am now imagining the general outline for a campaign in DCC with a different twist.

The characters live in a world about to suffer some form of cataclysm (perhaps caused in my 'Funnel idea.." post yesterday). It's not evident when they begin their campaign. They have long careers (well, some of them.. others just die) until the apocalyptic event occurs. They're powerful, but not so powerful that they can stop it although they get some clues as to how it started..

They use a magic item/portal to escape... only to find themselves back in the world.. at a time near when they started adventuring before, and now powerful enough that they might be able to do something about the events that led to the apocalyptic event. So they return to places/people they remember, but with a different dynamic.


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PostPosted: Sat May 27, 2017 2:01 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3355
Location: Left Coast, USA
FLGS: Bizarro World
Sounds tricky to pull-off without heavily pushing them, but if done well, it could be a lot of fun.

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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