Monday, January 22, 2007

Campaign Part One


Ok, I will help you get started because its so easy. Having a general idea and or guideline is the way to go, because players will give you great ideas for plotting and or subplotting as the nights pile up and the story begins to mature.

I am not one for" game theory" and its gamespeak, I just like to play a little, roll some dice, have some fun. Anywho here it is fast and furious: the setting is a remote inn between two towns, and inclimate weather forces the newbies indoors. Easy enough. Enroute to said destination, as it can be seen in dark silhouette against the flashes of lighting, the players get a dying delivery.
A man in black explodes from the darkness, maybe they kill him cause he is armed, maybe he just croaks. He does mutter a word before the reaper comes to claim him. This adds mystery... is it a name, a place, a group, a codeword... I dont know 'cause it will work out in the end.

Anywho, he has on his person an item of interest, a small rod looking thing, maybe two and a half feet long, and having a crown like head, pointy an such. It is magical in nature for sure, but its uses are as yet unknown. The dead man worked for a thieves guild, and pilferred it from someone. (It's wrong to steal from wizards). So at the inn, the guild member should meet up with him for payment once a secret sign is flashed, and returned. Also unknown to the PCs, is its primary function, a key mechanism, so a secret society wants it for their ceremony to unleash some fogotten god, demon nasty, snot golem, whatever. I like the Elder Spider God from the prior post so lets go with it.

So ... as far as plot goes, the guild wants it, the spider clan wants it, the victim of the pilferring wants it back, and when and if, the guild doesnt get it, their benefactor who paid for the robbery, will get the PCs names and desriptions. Lots to do here, posturing and threatening and what not.


And now for the patrons of the establishment that are riding the storm out. A gambler is always an option and possible contact for the players as gamblers frequently leave areas after they have worn out their welcome. Perhaps a bard, or a bard with a pet monkey, cause I like monkeys... they work the same. Anywho, a merchant is there with some secret cargo, maybe a wounded manticore he plans to sell to a menagerie, that might or might not get loose, some nobles from fueding houses that could pull the players into the mix, the list is endless. I dont use a lot of demis, but a elf could be here, or a gnome or some wizard that had magic gone wrong like the wizard from the dungeons and dragons cartoon. This locale makes it a nice meeting place for the less than savory elements of society.


I like the mistaken identity ploy so sue me. I also like an assasin character that harasses the characters like a lizardman girl, so I can tail whip/trip attack while the melee goes my way. No one expects the assasin to be a lizard, let alone a hot chick lizardman if lizardman chicks can be hot and sexy which I think they can.It is a good idea for a reoccuring evil type character rather than the factoid giving monkey wielding bard, or sarcastic gambler.


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