Your 4th edition campaign...

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The city of Rethelheld stands near the center of a grassy plain, the capitol city of the lands with a week's travel (based on 3.x movement rules). There are mountains to the west, a forest to the east, a coastline to the south, and a hostile kingdom to the north. A few static sites are placed strategically within the landhold, and a dynamic adventure is being created (pending some rules and critters, which we should start getting real peeks at in December [?] )

Have you begun preparing your 4th edition adventure plot? If so, what ideas do you have bouncing around that you're willing to share?

Great Gaming!
Be well in all things,
Rave
Answers never come to those who refuse to face the fact that there are questions. -R. Ryder
I have a few ideas I am bouncing around, but only borad ideas, nothing so specific as place names or anything.

The first is a Robin Hood style campaign, where the PCs will be "bandits" waging a guerilla war against some evil noble. I hae even considered taking that idea all the way (probably because I have been playing WAAAAAY too much Medieval II lately) and making my campaign world a "D&D-ized" version of 13th/14th century Earth, with France being an elven kingdom, Scandanavia being the homeland of the Dwarves, etc. But I am unsure if I want to go with that concept.

Another, more vague idea, is to have my players make characters and intentionally tell them not to make backgrounds at all. Then have them wake up somewhere with no memories at all or knowledge of their world. I figure I could make up details (such as what happened or the details of the world) as they go along, since the characters will start as in the dark about these things as the players.

A third idea (which I could actually combine with the second) is my own take on their "points of light" thingy. To have a world that was once ruled by a world spanning empire that collapsed for whatever reason, but not entirely. The PCs live out on in what used to be the fringes of the empire, which is now a collection of tiny kingdoms and independant towns left to their own devices. But the old empire still exists in the heart of its original territories and may start trying to reassert dominance over some of its lost provinces. The only specific I have thought for this one is that the "old empire" would be a Magocracy, with the nobility all being powerful wizards.

Not sure which idea, if any I'll go with, though. Maybe I'll come up with something more original in the next few months.
My home campaign world of Corienne is in the midst of undergoing some massive changes, in this case, centered around the PC's eventual assault on the Fane of the Drow. We are currently running Against the Giants to lead in to the Descent series in 3.5, and I expect us to wrap up around the time 4th comes out. This should herald some WSE's in the home campaign as the cosmos are torn asunder. There is an NPC chronomancer, who will be central to the beginning of the 'points of light' theory in Corienne. The Empire of Steremar will begin to crumble, and only the Imperial capitol and the Free City of Ktartha will stand as bastions of light; though even these hold dark secrets.

I'm getting giddy just thinking about it. :D :D :D
I'm also toying with the ancient-continent-spanning-empire idea, except that instead of it being a long-dead remnant of the past, it's going to still exist and still span the continent. However, it's going to be in that short frame of time when the empire starts to rip itself to shreds.

Basically, the old king was a genius, and could keep any poor event from scarring his reign. Rebellions were quietly put down before they even started. Nobles who could become dangerous or power-hungry were played against one another and kept themselves in check. Powerful adventurers were given high-prestige quests that sent them to the far corners of the earth for a few decades and out of local politics in the meantime.

But now the king is dead, and none of his possible heirs have the kind of ability he had, and the whole thing's blowing up in their faces. Adventurers are coming back, nobles are starting to win their feuds, and it seems like every local rebellion the king quelled is coming back all at once. Enter the PCs.

Not only would this be fun to DM, but it gives some ability to look at the new things 4th Edition adds. Getting involved in the revolutions or noble house wars lets me try throwing larger groups of enemies at the PCs to test the new streamlined combat system, and the Points of Light flavor would come into play wherever the cracks in the empire are starting to show.
Rhymes with Bruce
The once mighty and idyllic kingdom of Valandia has fallen to an unknown enemy. The fate of the land remains a mystery.

The heroes are descendants of Valandian refugees, a hundred years after the fall of the kingdom. Their families have settled in foreign lands, specifically in the Earldom of Vindheim. Though they have called the place home for several human generations, the locals consider them outsiders.

Will they seek their destinies in their new home? Or will they seek to return to their motherland to reclaim the throne in Caer Valis? The future remains unwritten.

The Greendale Campaign

 

I was there at the dawn of the Third-and-a-Halfth Age of Dungeons & Dragons. I saw action during the Crisis of Infinite Foundations, stood on the ramparts of the Citadel of Mirth, delved deep into the debauchery of the Forum of the Adult, and fought alongside the Infernal Bovine on the fields of the Eberron War. I weathered the Ponystorm. I witnessed as the orcs came for the wizos, and I wept mightily. I saw the realm crack as the Fourth Age came upon us, and I witnessed the eldritch tendrils of the dread Gleemax. Now I watch as the Meta Wars ravage the land as the Fifth Age is dawning. I have walked these Boarderlands for many a long year, and bear many scars in my soul. Yet I remain the White Sorcerer, ever in your service. TWS out.

While thinking about this at lunch, I had another idea. Have a world where all the sentient races are slaves and thralls of the Mind Flayers. Then have the PCs get involved with a rebellion against their hated masters. A rebellion led by a human wizard named Gith...


Obviously inspired by the rash of "prequel-itis" Hollywood has of late.
In the lands of the East Continent, it is not uncommon to find a random ruin when traveling the wilds. Just the opposite is true in most parts; ruins from the ancient past are commonplace.
The world of mortals is a recovering realm in which the gods once waged massive warfare, in which the high spirits of the cosmos bound the Dark Being who instigated the war with a horrible ritual. Centuries later, a band of misfits took the final steps to destroying the Fiend King, and foiled the plot of a reincarnated goddess seeking revenge, shaking and poisoning the foundation of the Realm Prime.
The names of the worlds the gods once forged the fires of battle on, and those of empires that surrounded the North Eastern Mountains on six sides are long forgotten. None now live who remember those days, with the possible exception of some gods. Though, this tiny piece of wisdom can be found in all the hearts of all who seek to know what was once lost: Though darkness and the unknown is abound, the world is vast place, and therefore there must also be light and knowledge out there somewhere.
Let your voice be heard! Tell WotC to Publish D&D 4e under the OGL!
I have an idea for my 4th edition campaign, which I'll kick around till I think of something better.

The world is called, for want of a better name, 'Utopia' and a dominant theme is that of mythical utopias or paradises. There are currently five paradises in the world - islands, realms or city-states which are stunningly beautiful vistas with perpetually happy inhabitants. Well, that's how ordinary folk in villages and towns across the world think of them. Everyone dreams of being able to leave their point of light to go live under a great beacon of light, but very few ever do. In fact, many people believe the paradises to be fictional places made up to distract ordinary people from the harshness of their existence.

However, those who do live in the paradises have their own concerns. No paradise has ever lasted longer than a few thousand years, and the inhabitants of each one can see the end on the horizon. The surrounding darkness is forever threatening to swallow their dreamworlds up, but most inhabitants wouldn't dare leave their paradise to combat threats to it. Therefore, adventurers can find great renown.

In Utopia, dreams and wishes can have a real effect. The humble desire of villagers to be freed of a warlock's yoke can spur a group of adventurers into forming. A half-elf maiden developing a sudden love for unicorns by reading about them can make a nearby forest glade grow beautiful enough to attract them. These wishes must be genuine, and never have any effect if the wishers are deliberately trying to invoke this magic. Conversely, powerful fears, hates and grudges can enhance or create dark monsters and places.
I was watching Into the Woods last night, and it got me thinking about the Points of Light concept. I might have to do something with that.
WOW!!!! Thanks for posting, y'all!!! There are going to be some really cool campaigns starting up next year! Glad to see I'm not the only one getting ready early! LOL.


More on Rethelheld:

The city is ruled nominally by Parliament, a council of elected officials, some of whom represent the city's inhabitants (each district elects one Councilman) and others who represent the various guilds (each "major" guild elects one Councilman). This high council is well known for its layers (upon layers) of red tape when trying to determine how best to rule the landhold. Fortunately, there is the Rethelgaard, the city's militia. Captain "Whatshisname" is very heavy-handed when dealing with threats to "his" city, and is well renowned for it. Though Parliament worries that the Captain may have more sway over the city folk than they, his popularity and effective methods keep them from wanting to reign him in.

Thanks again for the good responses! Great Gaming!

Be well in all things,
Rave
Answers never come to those who refuse to face the fact that there are questions. -R. Ryder
The city is ruled nominally by Parliament

You are putting a 70's funk band in charge of your city?:P
You are putting a 70's funk band in charge of your city?:P

LOL!!!!!!!!!!!!!

Yeah, I was going to get The Exploited to do it, but Jetboy is such a whiner!

Be well!

Rave
Answers never come to those who refuse to face the fact that there are questions. -R. Ryder
Following James Wyatt's example, Im creating a campaign right along side his.

My starting hovel will me Moss Knell, a well hidden large horizontal crack of a cave in the base of a towering Australian like mesa. Since the fall of whatever world spanning empire I wind up using (probably a similar concept from my old homebrew, the planar empire Amythest), the cave became known as a hide out for survivors of the fall.

I follow Jame's race ideas, making room for mostly everyone. I started the cave out as a Tierfling bandit hideout that evolved into their retirement from banditry. Halflings were next to move in after Amythest persecuted small folk into hiding. The main exports from Moss Knell being reagents, fungi, and underground vegetation attracted dwarves to plumb its veins for ore, and an elf and his family and friends to moved in to avoid persecution from Amythest (which was becoming increasingly pro-human). The Tierflings mated down in population, the original elves and dwarves are still there, and generation of halflings has come and gone. This leaves a smattering of gnomes and humans who came after the "fall".

Note above: I excluded Eladrin, whom I know nothing about but may include as exceptions.

Continuing Mr Wyatt's example, I fleshed out a governing body, an elder of every race. And a short religion centered on a dryad/satyr goddess named Bell whom the cave reveres as their protector and source of commerce (moss, plants, fungi and their other sustainables).

Filling out the circle I decided the cave community trades west along a secret path that connects to a major highway monthly toward a port town where their unique goods can be traded for textiles and meat; an additional ranging cattle community to the south that moves in and round a grand canyon-like cliff; and deeper into the cave east a subterranean river (communities need a water source) and across that a 'forest' of large fungi that is the deepest known region of Moss Knell.

My players wont need to know much more than that so I dont really need to yet either. Setting up for my dungeon, I decided monsterous spiders start picking their way out of the fungi forest, a good initial adventure, and they are being driven out by some sort of monsters from a thin place to the elemental chaos further in (I prefer elementals to fey generally).

Theres my setting in a nut shell. Ill expand on it when James does on his.
Curious.

It got me thinking of using the Q'barra region in the Eberron setting except its forested and not jungle.
The idea is that the changeover to 4e wasn't as stable as it was thought so I was figuring allowing the players to base their characters from various worlds notably Faerun, Greyhawk and of course Eberron but have certain changes in that would keep them from just using the 3.5 books as gospel.

The starting adventure involves the Keep on the borderland and then goes into using some other scenarios I've bought before home brewing stuff once it got to the stage we were all coping with the new 4e rules.

One change involves Helm being alive and well, another is keeping artificers involved but whilst I have no problem with tieflings, warlocks is a different matter but I can wait until that matter is resolved properly.

I figure on introducing a small group of npc characters to help introduce the party to the area effectively a cleric of helm, a dragonmarked member of house orien, a halfling artificer, a warforged bouncer and a changeling well that I'll work on but one thing I do intend to include is that adventure in the last dungeon and by that I do mean Bargle!
Hopeless, don't forget to fill out your circle! Have a hook or geographic idea in every direction.

Also, you sound dangerously on the verge of stringing your PCs along with cool but not-the-star-of-the-show NPCs. Let your patron seek out the PCs, but let the PCs naturally find their way to others. For example when the PCs need their magic items identified, they should naturally GI check their way toward your artificer, who can steer them toward game lore you wanted your PCs to find out.

Im a big fan of Ebberon btw and use it exclusively right now, but I don't Ill transfer my eberron experience into 4th ed. Seems like 4e is the opportunity to do something new.
The City-State of Velakcra: This place is like a "Doughnut of Light", around it is the dark and scary rest of the world, the first circle contains farming villages and watch towers, the inside has been influenced by the darkness. So the characters will come from the farming villages, know each other by some sort of affiliation, maybe be like robin-hood with the corrupt government, meanwhile being asked by the poor folk to tame the dangers from the outer darkness, since the lord does little for them except take their money.

By the Way: It is real nice to see a post where people aren't trying to argue each other into the grave... :D
I generally like to start campaigns with solo/dual character introductions that provide personal interest and answers later in the campaign. In this case the introductions will also be used to learn the new rules and their character's abilities.

The 4e campaign starts off with the players being a part of a mercenary company in Bastion, border keep and mining town, and are hired by the current ruling House Kithfane to go to their country manse and from there escort/deliver a precious cargo. The players will be glad to see the countryside and relieve themselves from the monotony of always being under someone's command (this feeling will be reinforced in the introduction sessions mentioned before). The players will be accompanied by a mercenary company yes man by the name of Marten (possibly fulfilling a role and race that the party lacks, be it cleric, fighter, maybe multiclassed with rogue, etc). Their commanding officer, Captain Hugo, makes it clear that the PCs will be handsomely paid in coin once the mission is completed. The characters are provided with horses, coin and enough rations to arrive at the manse. The Captain warns to stay on the patrolled roads and avoid the numerous houses of ill-repute along the way.

The precious "package" is actually the Baron Ulmar Kithfane's 8 year old son who must be delivered to a specific location just beyond the kingdom's known lands. Why did the Baron not involve his own men to do such a personal and simple deed?

Once they arrive at the manse (surely sessions later). The manse's steward let's the PCs know their mission and that they will be accompanied by another. He gets the child, Valaran, and his mother, Lady Kithfane, and gathers the child's packed bags. At the manse, PCs hear the whispers of the house guard and villagers and how pleased they are to see the child leave. If questioned they will avoid all answers and play dumb. As child and mother are separated, the depressed and detached mother barely lets out a cry, she faints and servants carry her away. The PCs are accompanied by a guide, Delehan (possibly a half-elf ranger or warlord), that knows the location that Valaran must be delivered. He knows little of the boy or the family since he was sent a few days ago for this mission by the Baron's sister, Lady Farisa. Delehan knows that the boy must be delivered to ruins of Far Marches Keep. He will not disclose this information until needed or thoroughly convinced.

As they travel the land the group notices that something shadows them just out of eyesight. At times they find forest animals or livestock mutilated minutes before they cross its path. Their sleep is accompanied by nightmares and the boy, although intelligent and friendly, can be a strange. At times the boy whispers in a guttural tongue while sleeping or when others aren't aware.

As the characters near the border, they must stop at the last known inn due to a terrible storm. Hours later one of the characters is approached by a Seer-witch, Nevanna, who has followed the group. She forewarns that the boy must never be delivered or a great blight will befall these known lands (was she the ominous figure just out of their reach?). Spirits have whispered that the Baron or someone close to him made a pact for power and sealed his unborn son as payment. As they start asking questions, attackers burst through the door with weapons drawn and slaying all in sight.
I was thinking about starting things off with a fast-paced race through the wilds in honor of (and an homage to) a really fun series of FR mods from 2nd ed. The small village of Kharne's Inn is out near the border with the hostile kingdom to the north. The nephew of Lord Kharne (the Lord Mayor of Kharne's Inn and brother to one of the Parliament members in Rethelheld) went to the small hamlet to learn to be a Bard, however he has very little in the way of any real talent. The Lord Mayor, not wanting to shame his nephew (and not wanting to have to listen to his infernal catterwauling anymore!), secretly hires the party to "escort" (i.e.- keep from getting his fool self killed!) the young man back home to Rethelheld. The young man is to believe that he brings a message of great import to Rethelheld, and that the PCs answer to him.

The challenge: keep a swashbuckling young fool alive through the wilds while still letting him think he's in charge. The problem: the wilds are rather dangerous, and especailly when the neighboring country find out that a noble's son is adventuring.

I'm recycling Kharne's Inn from my 3.5 campaign as a starting place, but the 4th ed campaign will really kick off once the party reaches Rethelheld and drops off the young "bard" (or reports his untimely doom!)

[u]
By the Way: It is real nice to see a post where people aren't trying to argue each other into the grave... :D

I agree! I try to come up with threads that will attract the kind of posts I like to read, and fortunately don't get the attention of those who feel a need to be be unpleasant.

Thanks again to everyone! We're keeping things friendly and sharing some fabulous ideas! That's what I feel the forums should be about.

Be well in all things,
Rave
Answers never come to those who refuse to face the fact that there are questions. -R. Ryder
Wow. I notice that a lot of upcoming homebrew's are embracing the whole "Points of Light" them, and starting things off after an apocalypse or cataclysm of some sort. I'm not sure I want to move my current homebrew, Kastmaria, into 4e so, over the past few days I've been thinking about creating a new world for the new edition. (Mainly because I love creating new worlds, and it gives me an excuse to break out the graphics editor and create a new fantasy map. )

A few days ago, I was going through some old gaming material and found a map sketch I had made several years ago, while doodling at work. I never went beyond the sketch, but ever since I found it, I've been thinking about using it as my main continent for a 4e campaign world. Not sure what I'll do yet. If I go with the POL theme, a world that is mostly under the control of Orcs & Bugbears, etc. might be kind of interesting. (I love Bugbears. Maybe it's just the name, but they also look cool!:heehee )
I love Bugbears. Maybe it's just the name, but they also look cool!:heehee

Interestingly enough, I dislike Bugbears. Maybe it's just the name, or their seeming departure from the rest of goblinkind. I don't know, they feel like "Hey, this goblin adventure needs some bruisers, let's bring in a subrace that looks nothing like the other goblins and is chaotic like the orcs it was based on too." But that's just me. I think goblins are more characterful if they remain relatively weak (even Hobgoblins are basically Humans in size and strength) and rely on cunning and numbers to keep their edge. If they must, they should trick/enslave/hire orcs and/or ogres for bruising.

Well, that was a bit of a tangent. . .

First thing I'll do when 4E comes out is update my main campaign setting's rules. Shouldn't be too difficult, as I designed the setting to be as close to default D&D as far as magic level, races, and classes as possible.
I'm also forming a Point of Light campaign and world for 4E. At the moment, this is what I have (copied and paste from my file):

oh and one edit point... yes I use names of places from other sources which will change down the road. For now they are placeholder's and the name of the place reflects the 'feel' of the place.



Points of Light Campaign: a D&D 4E Campaign


Starting Area:

The village of Edmond’s Field, is the most eastward known point of light (civilization) known before one meets the Grey Mountains. The Grey Mountains is a long mountain range running northeast to southwest and south and is a natural border on the continent of Angamar. The foothill of the mountains are less than an hour away to the north or west of Edmond’s Field, and the first of the mountains themselves are about 2 days journey on foot. An ancient stone road overgrown with weeds, bushes and grass connects to somewhere in the mountains but no locals know exactly where it goes. Dwarves from the Grey Mountains venture out every few years to trade at other points of light near the mountain range and Edmond’s Field is there first and last stop. Because of this, outside of the occasional tradesman who stops by, the dwarves themselves carry what news of the world that Edmond’s Field knows.

To the north of Edmond’s Field a river careens down from the mountains and splits, the smaller river coming the closest to Edmond’s Field and is known locally as Flowerbed Stream, due to the fact that along the river are several areas dominated by grassy fields filled with wildflowers. This river runs north and south immediately to the west of Edmond’s Field. Despite a short pier that has a barge and a couple of smaller boats, no travelers come along the river from the south or north. The barge is used as a community storage depot and local fishermen use the small boats. The river despite the name “stream” is a few feet deep during the winter months if not completely frozen over on harsh winters. During the spring, water level raises to about 10 – 15 feet and is about 50 yards wide.

Further to the west where the other river that branches off to is the nearest settlement to Edmond’s Field and is called Harold’s Crossing, which is about 5 times bigger than Edmond’s Field. This town is about 10 days travel to the west by foot. A forest dirt path connects the two settlements together, but aside from the dwarves it is rare for travel to happen between the two settlements. While the dwarves travel back and forth every 5 years or so, the only other merchants or tradesmen who ever come to Edmond’s Field is 2 brothers from Harold’s Crossing who come to trade and sell livestock, clothing, cooking items and other small trade items. They come to Edmond’s Field about every 7 or 8 years.

To the south of Edmond’s Field lays the rest of the forested area of this part of the continent and is simply known as Darkwood. The Darkwood Elves have a settlement somewhere to the south but no one locally knows. On the rare occasion a small Elvin scouting party or emissary comes to Edmond’s Field for a brief visit. It is from this forest that most problems come to Edmond’s Field when it does, usually in the form of goblinoids. Orcs from the mountains on the rare occasion raid Edmond’s Field as well, though the dwarves from the Grey Mountains usually fight them. Likewise, the elves of Darkwood normally fight the goblinoid menace. Aside from the rare monster or predator animal, nothing ever really comes from the north. While there is the path between Harold’s Crossing and Edmond’s Field, to the west is a virtual no-man’s land with occasional bandits, monsters, predators and goblinoids.

Edmond’s Field is primarily a farming community branching out in all directions. Most of the community lives within a couple of hours walk to town and raises their families on farms for both livestock and agriculture cut out of the wilderness and forest. Those who live closest to town make a living through necessary artisan work, fishing and hunting. The village of Edmond’s Field lays on a gently sloping clearing that ends at the river, with a small pier. Buildings form an open square around the clearing, with the river being one side of the square.

*map of Edmond's Field here from a paint .bmp file*

The gray buildings above are made of stone and the brown ones made of wood. The brown buildings are all homes. The “stores” building, has the following stores:

Gregory’s Tact and Feed Red’s Tools
Rachael’s Herb’s and Concoctions Dole’s Supplies

The Armory is also a barracks for the local militia. All residents of Edmond’s Field at the age of 16 are expected to serve time in the local militia. Only an officer (4th level fighter-leader) and 2 sergeants (2nd level fighter-strikers) are full time, while all other members of the militia serve anywhere from 2 to 8 days a month. Usually ten militia members are on duty at any given time, including the officer and sergeants. Standard operation is for the Officer to patrol the village while a sergeant and two local militia members to patrol the surrounding area during the day. At night, one sergeant patrols the village, while five local militia members stand guard duty around town. Usually two along the south edge of Edmond’s Field, one on the north side, one on the east side and one “wanderer” between the east and south side. At the barracks, live the two sergeants and the officer as well as a local scout, who is not part of the militia hierarchy but is constantly reporting his findings about the surrounding area to them. Inside is also a pair of holding cells that are very rarely used and when used usually results from fights at the Inn and allows them to cool down.

The Inn is where a couple of the residents live besides the Inn’s owners and houses families whose farms have been raided or concerned about being alone in the forest during times of crisis. Some militia members also bring their families to the Inn while they are on duty for their watch. This dwelling also hosts town meetings and a quiet meeting place for others. The Tavern, despite it’s size sees very little business. On any given night, only 3-7 patrons are inside, while on special occasions and some holiday’s this number swells to 20 – 25, which is still not even close to half number of people who could be there. Generations before, the Tavern was the old town hall, which the Inn replaced.




Anyway, that's what I have so far. Yes, Edmond's Field and Harold's Crossing is linked in concept to the start of the Wheel of Time series. I drew a small regional map of this are, and the two rivers empty into a sea way to the south. The small river which is where Edmond's Field is on, empties into a cove which I am planning on modeling after Skullport, and the larger river empties into the sea at a real city I am basing off of Silvermoon. East of Harold's Crossing is another small town. Aside from the Dwarves in the mountains and the elves in the forest I have not placed any other races as of yet. In between the settlements listed are ancient ruins and towers that I'll fill in later. While the residents of Edmond's Field will know of Silverymoon and the other settlement east of Harold's Crossing (labeled T-Town for now), no one has been there and know nothing of any other places including Skullport. Only a handful of residents will have ever traveled to Harold's Crossing.

My idea so far for the campaign and adventure ideas are this:

1) Players start off at a young age and members of the local militia. The Officer and Sergeants will be filled out after the players make their characters (same with the local mage and clerics - so what religions are followed will be filled in later as well) this way, these NPC's will act as "mentors" for the characters prior to game play (so now everyone will know how the Fighter learned the art of Flail and Shield - or whichever way they go). So the first couple of adventures will revolve around Edmond's Field in this capacity. Oh and the "scout" will be an Elvin Ranger and one of the Sgt's will be a Dwarf Fighter. The other Sgt will be a rogue-style NPC.

2) The Dwarves, Elves and brothers from Harold's Crossing will all be in Edmond's Field within days of each other. All of them bringing dire news. An increase in Orc activity has begun, they are making their trading trip fast in order to get supplies of wood for weapon making. The Elves are fighting goblinoids more and more and fear they will be attacking this far north in short order (which of course they will be :D ) and the brothers are using this time to escape Harold's Crossing due to warfare happenign around town lately with 2 groups attacking town regularly. One from the south of bandits and one from the north of humanoid monsters.

3) As the party levels and defends Edmond's Field, they will need to explore the region and discover "why" the darkness is suddenly approaching so fast. What they will discover is the Orc and Goblinoid population has simply gotten to a point that they need to expand. However, in the storyline, the dwarves and Elves will be handling these situations. Of worse note is 3 evil groups trying to wrest control of this part of the world. While not affecting Edmond's Field directly it does affect the other settlements (Edmond's Field is simply too small and out of the way to be a primary target and can be handled later from their point of view), which will influence the characters to step and defeat these groups. Any group knows of one other group but doesn't know about the third. So they are not fighting in unison and some cross fighting is happening.

Anyway this is as far as I've gotten in my concept so far, much of that still in my head (and now here). The first 2 or 3 levels will be spent in and around Edmond's Field, and the climax of this story arc so far should happen by levels 10-12. Past that, no thoughts yet, but there is still an entire continent to discover and explore.... in concept, while this region is very large (1 month on horseback to get to Silverymoon for example), it is still but a small corner of this continent and of course this world.

And thats what I do like about this 4E approach... I don't have to worry about the "world" or even the entire "continent" right now. I can start off small as I have done, add when I need to and by the end still have a favorable world, but one that each piece of it was used in my games. This compared to the "top down" view of starting off big and then adding details as needed, much which may go unused and wasted.
From what I predict from the June release of 4th edition, that I shall still be running my same campaign.

My campaign is consecutive in a series, currently it is about cult of tiamat that the pc's are chasing to take down. Besides the cult, the biggest kingdom in the campaign, Axgard,has broke into civil war. Then a brother named kingdom, Gamalack, has waged war against Camalack. Also the kingdom of Kaiser, has been under siege of dragons and the cult of tiamat has entered the city. The Cult of tiamat and the dragons are not on the same side.

Then a small barren wasteland called Mexico (yes, I called a land this, please don't ask me why) is under a crisis. Essentially Vampires trying to genocide the Mexican folk into spawn, Metroids are attacking whatever and were created by one of the campaigns most notable villain. Top it all off, the Cult of tiamat is offering to protect the citizens of Mexico, assuming they join the cult. At least that is how I think it is going to go in that area.

Also, my campaign has two stories/ characters, the above I call Group A, the other Group B (obviously).

Group B happens in the same campaign, around the same days and such, just the land Group B is at is farther south. Off the map of Group A, the land in the south I like to call, the Newlinds.


Major thing about 4th edition for me is recreating all the NPCs, at least the ones that call for it. I had made the Martial adapts an important part of the world, they were kinda treated like a Class that is prestigious. Meaning that not everyone was a (swordsage,warblade,Crusader), they were a rarity among the other classes.
Well, it went and happened! Too much time thinking about my new campaign led me into thinking about my current games, and then the light came on!

Story will probably stay the same, but the locations are going to have to change. Why? My 4th edition world will continue to be Greyhawk! Across the Hellfurnce Mountains from the Flanaess is the Sea of Dust, the former home to the Suel people. Sure, it's been a while since the Rain of Colorless Fire, so (like here when forests burn) the land has regrown into the wild place that 4th ed envisions with the Points of Light idea. I'll still be bringing my current campaigns to their ends, but this way I'll get to keep the two decades of work I've put into the world and not feel like I'm shying away from the new ideas being introduced by 4th edition. Who knows? At some point the party may want to venture eastward past the Hellfurnaces and if they do, I'll know what's there!

I don't think I'll call the place Greyhawk, as no one on this side of the mountains has ever heard of the city. This gives me all the freedom to create "My World", and at the same time allows me to add something to the world I've played in for 20(+) years. Who knows... maybe if they decide that Greyhawk is worth the effort of bringing back, I can send in some ideas of what lays to the west of the Hellfurnaces!!! (working for the D&D team is one of my ideas of the "Dream Job"! Doesn't even mean WotC in particular, just the D&D people! LOL)

As I get ideas for how to do this, I'll post more! Thanks again for helping make this a thread worth reading!

Be well in all things,
Rave
(or raevyn001 for those looking me in Gleemax)
Answers never come to those who refuse to face the fact that there are questions. -R. Ryder
Though I really like my "Origins of the Gith" idea, the more I think about it, the more complications arise. The biggest being those weeks when I just don't feel like making an adventure based around kicking the butts of Mindflayers and/or thier servitors, or otherwise have an idea that falls outside of the narrow scope of the campaign, It's going to be awfully hard to fit it in.

It also occurs to me that in a world where the PC races exist mostly in slave pens or in camps of escaped slaves, money is going to be meaningless and I just don't have the time, energy or desire to figure out how to make a workable barter system in such a campaign.

So I may put that on a shelf for later use. I think I will go with my idea where the PCs homland is a former province of an ancient empire and the ancient empire wants it back. Not terribly original, but I can make it work without hamstringing myself adventurewise or having to overhaul a major component of the game.
True, plus you might want to save the "Rebellion Against The Illithids" plot until the second trio of core rulebooks, because neither mind flayers nor psionics will be in the 2008 releases.
True, plus you might want to save the "Rebellion Against The Illithids" plot until the second trio of core rulebooks, because neither mind flayers nor psionics will be in the 2008 releases.

Actually you have a REALLY good point there. It would be an idea for when psionics comes back.

I was unaware, though, that mind flayers were not going to be in the first MM. Where'd you hear that?
Actually you have a REALLY good point there. It would be an idea for when psionics comes back.

I was unaware, though, that mind flayers were not going to be in the first MM. Where'd you hear that?

I think that was the recent podcast on monsters and monster manuals. Not sure though.
I don't have any particular problem with Sguss's use of inspiration from Wheel of Time, but that Edmond's Field name is playing havoc with my eyeballs!
I just started with some ideas..

Hmmm the pc's will start in a small village, hometown, passing threw i dont know.. Goblin's are raiding some farms in the neighbourhood, a farmer overheard the goblin's, couldnt make sense but recognized an name of a other farm. The pc's guard the farm and late at night an ambush begins, pc's fight back.. Goblin's wearing armor with some kind of sign.. Pc's ask around for the sign ( i hope :P) they here an old story, a farmer interrupts, a big hole appeared and swallowed his home.. Pc's go help, save the farmer's wife who is under attack of goblin's. pc's look around and find some kind of castle, fort under the ground and go explore...

Simple but fun
I got that I have been working on a bit.

The Duthor Region: A platuea and river valley area with some low foothills to the north. To the east a desert followed by snowcapped peaks (wanted to use Sandstorm and Frostburn). To the east rolling plains and small hillocks. to the south, a forest inhabited by elves. The platuea is at the center of the region.

Inhabitants: Platuea holds Duthor Castle, home to House Valkinor and Baroness Anastasia. Elves live in forests. Orcs live in the plains and hillocks and gather in a central site. Dwarves dwell in mountains. Humans cover the rest of the land.

History: The Duthor region or Duthor river valley, was the headquaters of a humanoid warlord. The warlord was defeated by adventurers among whom was Dmitric Valkinor. He was appointed Baron by king in kingdom that no longer exists. His descendents rule the region. Every Valkinor dies under mysterious circumstances. The region was inhabited by only humans till a group of migrating orcs arrived. Dmitric gave them land held in trust (the land belongs to House Valkinor, orcs just renting so to speak). Later a band of elves, driven because of conflict, arrived. They were able to acquire land from the Valkinors and settled with the same deal as the orcs. (renting land-a major conflict for later) In recent years up to the Baroness, the elves tried stirring up trouble between humans and orcs, but failed because more orc tribes came into the region. The orcs are currently now ruled a council of cheiftains comprised of the tribes allied together. The elves are threatening the humans because of their interactions with the orcs. Most recently the Baroness has been getting messages refering to an ancient curse that apparently befell the Valkinors.

Power Groups/Empires:
Valkinor Barony-Ruled by House Valkinor
Orc Confederation of Tribes-ruled by council
Elven Protectorate-ruled by elders
The Red Claw-organzation dedeciated to destroying house Valkinor

NPCs:
The Baroness-Anastasia Valkinor
Hurgal Echo-Orc Chief
Swiftleaf Arrowstring-Elven elder
"She Who Watches"
Varyona-Mentioned by name only

Conflicts:
Elf-orc-human disagreements
Orc-Orc problems-some tribes urge destruction of humans and elves in region
Red Claw-House Valkinor-Cabal of individuals answer to "She who watches", ordered to destroy House Valkinor

Cities:
Castle Duthor-on platuea
Featherfevle-Elven city deep in forest
Hammerstone-Dwarven capital
Urger-Orc Citadel

Important details to be learned:
Dmitric had the love of a red dragon (Varyona-hell hath no fury like a woman scorned)
Militaristic elves seek violent solution to problems, increasing troubles to cause war. Eradicate survivors
Orc tribes that have suffered from elves seek vengence, council urges patience.
Human nobles seeking to disrupt relations and profit from war

Starting:
Characters learn Baroness is interested in adventures such as them. Join cavarn to duthor from trade city. travel through peaks and desert to get there.

Well thats everything in a nutshell. Atleast so far.

Have you begun preparing your 4th edition adventure plot? If so, what ideas do you have bouncing around that you're willing to share?

In the game I currently DM, I have a party of a human Ranger, a human duskblade, and a human evil cleric/chameleon.

The chameleon has plans to make a magical sword, making up his own recipe. The only water he'll use when he's making it will be unholy water, and his attempts are to make it so that it's a sword that will curse his opponent.

It will. But it will be so much more than he knows it to be.

Because it's going to be an artifact, that was produced on a dark day that the negative energies that he's poured into the sword actually attracted a few devils, and they came too close to the sword, and it devoured them. Now the sword has a sentience of it's own, and as it feeds on people throughout the campaign that I'm currently running, it will grow more powerful.

My first 4e campaign, this sword will be the villian. It will have either taken over it's creator, or a new unfortunate victim (depending on how things play out). I believe it will make good use of the inhabitants of the shadowfell, and that the campaign will take place in the same region as my current campaign with parts of the shadowfell overtaking the physical plane.

At least that's the idea stewing in my head. I have a fair amount of time to prepare it.

It might be quite notable that my campaign will not follow the points of light model. Given the fact that the sword will change the nature of the world it's in, in the first place will be enough danger. Not to mention the danger of all the other things in the world. There are other adventurers, there are other heroes, and there are people who are better than the PCs. The world doesn't turn for the heroes, rather they decide how they make their mark on the world.
I originally posted this over in the Urban Arcana forum, and I'm cross-posting it here and over at the d20 Apocalypse forum.

Since the next edition of d20 Modern ain't coming out for at least a year, possibly more, I was thinking of how I could use the new D&D rules for a homegame (as I prefer to use real world locations rather than fantasy world locations). Then, it hit me (as I was thinking about the Magical Invasion of Modern thread over in Urban Arcana and the Odd Post-Apoc Settlements thread over in the d20 Apocalypse forum), why not mix three settings into one?

So, I started with a Magical Invasion of Modern (Urban Arcana), then threw in a Zompocalypse (d20 Apocalypse), and then let sit for 300 years, ending with a nice, integrated, Medieval Industrial setting (D&D's Points of Light).

The Magical Invasion of Modern would be two-fold. Groups of refugees begin appears throughout the world at the beginning of the second decade (2010). They tell of a grave evil that has been chasing them, and how they escaped with the help of their gods and heroes. They come from many different worlds, but all tell of the same evil, a plague of undead lead by an epic lich. People accept or reject them as appropriate, but they keep coming. At least 3 million the first year, 6 million the second year, and 9 million the third and final year. Then, on December 21, 2012, the Winter Solstice and the end of the Mayan Long Count, large portals simultaneously open above the hundred largest population centers across the Earth, and out from them swarm hordes of zombies, skeletons, ghouls, ghasts, and other undead. They begin to tear through the populations quickly, infecting their victims with a plague that causes zombieism. Within a year these former metropolises have a new moniker, Necropolis. Within a month, over a billion are dead. By the end of 2013, only half the initial 7 billion population are dead from the war. By the end of the decade, only 2 billion humanoid are alive on the planet do to environmental factors. People are settling in isolated areas in small towns against both the undead horrors, and the dangerous beasts and monsters that now roam the wilds.
Dragons, goblinoids, orcs, kobolds, undead, demons, devils, and other monsters keep what little population growth there is contained. Chaos reigns across the globe.
Within a hundred years the former refugees and the native humans have mostly integrated, though there are still enclaves of isolated peoples. Trade begins to happen between the towns, the forests begin to regrow, and the environment begins to settle, though still noticeably warmer than before the invasion. Life goes on.
Within two hundred years the pre-invasion world is the stuff of myths and legends, stories told in taverns and pubs. The technology level settles into an odd mixture of medieval, industrial, post-industrial, and magical. Printing presses, steam engines, and electricity mixed with scrolls, wands, and alchemy. Apprentices and masters replaces colleges and universities, though reading, writing, math, and the basic sciences are still taught beside the new reality to monster lore, magic lore, and mythology.
After three hundred years the world has reached a stagnancy. Without the institutions of a world-wide, or even a continent-wide society, technology has stalled. Materials cannot get from where they are to where they are needed, at least not in large enough quantities. Without factories, supplies are limited to what can be locally produced by craftsmen, and although the Necropolises contain unused, if old, pre-invasion commodities, they are still overrun by the undead, making acquisition problematic at best. So, individuals either brave enough, experienced enough, or stupid enough to try, begin to make forays out of their villages and towns, into the wilds, looking for relics of a lost age. Knowledge, power, or fame lure them. Some survive, most die, but still, it continues.

So yes, I am going with a fantasy Post-apocalypse, which most think is the theme of the Points of Light default campaign, but I'm using the modern world, at least in part, as my pre-apocalypse default. This way I don't have to make up new world maps, and I can throw in cool toys and references without having to worry about breaking the fourth wall.

Plus, by having the mixed technology level, I can explain why technology hasn't advanced beyond a certain point (since only tehcnology that can survive without factories, trade, and established civilization is around. Like printing presses, steam engines, and plumbing. While other technology, liek electricity, automobiles, and whatnot, can be ignored because it's not sustainable without replacements. Plus, I can use pictures I take myself to illustrate the environment, since I'm going to be starting my campaign in my home state of Colorado.
Joseph Scharfenberg -- "Propaganda: What lies behind us and what lies before us are small matters compared to what lies right to our faces." - demotivator -- I lost my obligatory Backstabbist quotes. I promise to find them, really.
I know none of my players read here so I can tell you...

It will begin with an assault upon a cleric by members of a gang called the Harlequins. The priest works at an orphanage and the Harlequins were hired to obtain the priest (or more accurately his keys) so that could more easily kidnap the orphans. ...Or perhaps on further investigation the PC's will find it's really just ONE orphan in particular that someone is interested in. The answers are to be found in ruins and lairs deep in the wilderness and across the seas.

In finding those answers the players will also find an ancient teleportation gate. Stepping in will lead them on an adventure just to be able to return from where they find themselves. Eventually, they will learn that there are actually a lot of these gates about the world in a complex transportation system. Few know of these ancient portals and fewer still know how to make use of them - especially since some of them are "broken".

Learning more about the portals will bring them into conflict with certain persons who want to keep the portals secrets to themselves and/or use these portals to "take over the world (tm)". Stopping these people will require obtaining one or more artifacts. The use of these artifacts will be dangerous and call the attention of yet other unscrupulous/megalomaniacal persons who want these things for themselves. In fact, it will eventually be learned that in order to destroy one artifact, the PC's will have to obtain another so that each will annihilate the other.

And then there will be plenty of sidelines like: Should the PC's do anything about the entrenched institution of slavery in the world? Do the PC's gain power by inserting themselves into the political schemes of existing rulers, or do they gain power by founding their own cities and nations and requiring existing rulers to address PC political schemes? There are many threats to the world and to their own little piece of it - if they have to choose, which will they sacrifice? The greatest rewards will require the greatest risks - will they play it safe or dare to reach for glory? Will the PC's move and shake the world - or merely feed off of it as it goes it's course unmolested by them?

The terrain that this campaign is placed into is largely irrelevant, but it will likely be the Wilderlands from Judges Guild.

---

Speaking of D20 Modern I'd still like to run a zombie/apocalypse game and a near-future alien invasion/infiltration game.

Old School: It ain't what you play - it's how you play it.

My 1E Project: http://home.earthlink.net/~duanevp/dnd/Building%20D&D/buildingdnd.htm

"Who says I can't?" "The man in the funny hat..."

The little village of Whiteoaks, cut into the northern corner of a large forest, with very distinctive white trees, we've haven't really decided how exactly that happens. However, the clergy of Obad-Hai, assumming his portfolio stays relatively the same as it is in 3.5, has revered the forest for eons and is not crazy about the village, especially because it makes its living off of forestry and agriculture.

Whiteoaks is in between the major cities of Shieldforge and Dragonport (totally stolen from Cityscape) and was created as an inn/restocking spot for caravans travelling between Shieldforge (the Minas Tirith of the area) and Dragonport, the only major port in the area. Years later, Whiteoaks was also used as the stopover between both cities and Fort Blackclaw (which is probably named after a gnoll clan the people of the area are/were fighting, but our DM is keeping very quiet about that).

The village is an agricultural community that has recently served as a refuge for halflings, elves, eladrin and others that have been driven from their ancestoral homes by the war with the Blackclaws. Between the recent growth sprouts and the coming of the major religion - a polytheistic temple named the House of Life that is led by the church of Pelor (the sustainer of life), but also holds Ehlonna (the giver of life, btw, there really needs to be a better fertility deity) and Wee Jas (the guide for those whose life has been taken) - the clergy at the Temple of Obad-Hai have begun to get more and more vocal and even violent about their objections to the destruction of their sacred forest.

On top of all of this, there is a very ominous crypt on a hill overlooking the village that villagers have come to call the crpyt of lights, due to the fact that the color of the crypt's walls is constantly shifting and is different based on who is looking at it. The crypt is all the remains of an immensly powerful empire of magic-users that the scholars of Shieldforge tell once populated the entire area before their sudden and unexplained collapse ages earlier. Out of a mix of fear and respect, no one from the village, or the surrounding area for that matter, has ever been inside the crypt before, until the PC's - this is, for some yet unmentioned reason, where the adventure is going to start.
"No one really noticed when people started to go missing in the slums. It was Atalan, center of an empire that stretched from the ocean to the great western deserts, and the fate of a few street urchins was of small concern to the tiefling lords. When a stream of refugees flooded into the richer parts of the city screaming about being attacked by the walking dead, the higher ups figured some necromancer had gotten out of hand, or maybe a cult of Orcus was finally flexing some muscle they'd been building up for a while in the shadows. Hire a few adventurers, wait a few days, and send everyone home. The adventurers never came back, which wasn't that much of a surprise, but They did. Hundreds of them, thousands of them, nearly the entire underbelly of the greatest city of the world struck out at the very people who'd always held 'em down in the first stages of what would come to be known as the Zombie Plague.

Having the economic center of his city gutted by a mindless undead horde finally got the Emperor to pull his horned head out of his posterior. Got to give the old man credit, when he acted, he did so with ruthless efficiency. He called in three legions, 5000 men to scour the city clean. It was his second to last mistake, the final being not to flee the city when the legions broke. See, the army is trained to fight on open ground, shield to shield with your comrade, a unified block that will take the worse any enemy can dish out and force it right back into their face. The city streets divided us, penned us in, broke up our formations, and let the zombies slip in through the holes. Every door, every alley way was a trap as the tens of thousands of the people we'd sworn to protect poured out of their homes and shops to consume the Emperor's finest. That was the other thing we hadn't counted on--when some necromancer or cleric is raising the dead to throw in your face, he's got to cast some spell to get the bastard back on his feet. These guys, they didn't follow any of the rules. Every one of us who fell was up five minutes later, tearing at his former comrades with the same unholy tenacity as the dozen guy's he'd just put down. I don't know how many of us fell before we finally broke, but I know that by the time we fell back to the palace, there were only a few hundred of us to to rescue what was left of the royal family. Whether my comrades fell in battle or just turned and high-tailed it back to whatever farm they called home, I can't really say.

Viscount Antonias had a pretty good head on his shoulders, horns and all, and he organized the rest of us to quarantine the city. No-one in, no-one out, hold out until reinforcements could come in from Metiphas and Winter's Gate along with a few dozen clerics. It was a good plan, and it might have worked if it hadn't been for the river..."

My campaign starts in the town of New Hedron, located a few miles north of where Old Hedron sits astride the intersection of two rivers. In addition to fending off the continual threat of the zombies, who have used the rivers as a plague vector thanks to the fact that they don't have to breathe, worg riders have used the breakdown in the Empire's military might to come raiding through the Goblin Pass every winter. Tieflings, once the rulers of the great Empire thanks to certain pacts their ancestors made with various Infernal powers, are now hunted and reviled. While the empire was prosperous they were tolerated and even loved, since their success brought peace and money to all the people of the land. Now they are blamed for the Plague, since it's obviously the inevitable result of their blasphemous pacts (though no-one knows how the curse of the Zombie Plague really originated). The dwarves in the city are refugees from the citadel of Grunderik, which fell when the undead infested the deep mine shafts through underground springs that fed the river. Halflings and humans form the peasant base of the town, along with the occasional half-elf. Rangers, many of them elven, still perform their traditional duties of fending off the goblin raiders, though they've had to fall back from the pass itself since the fortress at Winter's Gate was overrun by an infestation of the Zombie Plague that was led there by evil clerics using Rebuke Undead (who'd come to eradicate the last of the royal family). Eladrin come from a great forest far to the West, where they long traded with the Empire through the elves, but they are strongly pressured by the undead and have sent emissaries into the East to discover the source of this plague and to see if any have survived it who might become allies.
well I have three ideas:

I could use my setting which I've used in two campaigns so far, I could use a new setting that I am working on (but I think that I'll save it for a bit more) or I could whip up a setting set in 2nd century Lyons based around Gnosticism (this is looking like the winner). The only problem with that is that it would be more of a "points of darkness" setting, and I'm "partial to points of light".
My first 3rd edition game was a game in which the PCs were the favorites of the Norse gods. In this version of our world magic and myth were alive and kicking.
It was such a lively and enjoyable game that we still talk about it seven years on.
In that light, I think I will do another quasi-historical mythical earth game for my first 4e campaign. Possibly Joan of Arc, possibly borrowing heavily from Ravenloft and doing a medieval Transylvania game with high magics and dark forces aligning in malign ways!
My campaign begun as a homebrew, but looks to be able to make the switch to 4th ed with many of the special rules dumped. The setting is low magic gunpowder swashbuckling- the players begin in an ancient, small nation that used to fulfil a role similar to Gondor in Middle Earth before it was decimated in the 'final battle' with the Modor-like nation nearby. Both were reduced to a fraction of their power in the process, and both are now threatened by larger, gunpowder-weilding empires that have arisen from the allies/slave nations they used to control. Two nations in particular, an African theocracy with shades of the Covenant and a Spanish-like empire controlled by an aztec overclass are essentially attempting to control the nation through diplomacy and military threats- it is only a matter of time before war is declared and the nation is used as a battlefield by the great powers. The players are involved in a plot by the Spanish nation to claim rights to the throne through marriage to a distant desendant of the long-dead royal family (a race of powerful sorcerer-priests, now fading in power)- a young girl who they find themselves guarding. In face of assasinations, political maneuvering and insane princes hell-bent on bringing a sacrifical knife to the wedding night, the players also have to pursue a mysterious agenda set by the princess- involving a prophecy of a mysterious long-lost member of the royal family...almost always involving finding clues in ancient, haunted ruins and cities that are currently under canon-fire.

The end result is going to be The Three musketeers handled by the cast of star wars and final fanatasy, with a touch of Conan.
The end result is going to be The Three musketeers handled by the cast of star wars and final fanatasy, with a touch of Conan.

Sell this to WotC now! If we hurry we can get core setting changed from PoL to this!
Sell this to WotC now! If we hurry we can get core setting changed from PoL to this!

Do it! Quick!

My setting for my next campaign is very un-PoL. It was created by some system where people take turns building the world. It has splotches of light and darkness, and humans aren't the dominant race, and drow are good and elves are evil. It also has grey splotches where monsters roam. It will probably focus on negotiation, as the dwarven lands are occupied by a race of demon-tainted humans following a snake-themed demon lord, and the angels of the world are trying to find aid from good nations to save it.

It might be a 4th ed campaign, it might not, based on how long my current campaign takes. By my calculations, should be over right around 4th edition, under best circumstances. So it will probably be a 4th edition campaign.
Sell this to WotC now! If we hurry we can get core setting changed from PoL to this!

So, who here at Wizards likes pointy moustaches and dastardly deeds? No? What about humourously buxom maids? Oh...

I was actually thinking of putting most of my house rules together under a 'Complete Low Magic' thread on the forums (which is something I've always wanted Wizards to put out).
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