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Froogleyboy
2009-10-03, 09:38 PM
I'm starting a level one modern campaign and I was wondering, does anyone have any campaign ideas? The person who gets the most points wins a cookie/brownie/cup o' brain juice/cupcake/something tasty!


Hooks get 5 points
a few paragraphs get 10 points
a step by step guide to the campaign gets you 25 points
Originality gets 10 points
If it uses Illithids in a good way, 20 points
If it doesn't make sense/ is stupid, -50 points

oxinabox
2009-10-03, 09:46 PM
Something about a virus, that the Illithids are spreading that turns people in to Illithids?
or halfIllithid things controlled by Illithids?

I don't think your going about this the right way...
You're too likely to get a negitive score even if you write a paragraph (or even a step by step guide), because my idea of sensible/silly is differnet to yours.
Your discouraging people from posting cos they don't want to look stupid.

Also why would 'winning' make someone want to post?
edit: I see there are cupcakes on the line!

Froogleyboy
2009-10-03, 09:49 PM
Something about a virus, that the Illithids are spreading that turns people in to Illithids?
or halfIllithid things controlled by Illithids?
25 points :smallbiggrin:


I don't think your going about this the right way...
You're too likely to get a negitive score even if you write a paragraph (or even a step by step guide), because my idea of sensible/silly is differnet to yours.
Your discouraging people from posting cos they don't want to look stupid. let me clarify, I'm talking about stuff like "Pigeons attempting to take over the world" etc.


Also why would 'winning' make someone want to post? because its the playground, are you new here lol

Xallace
2009-10-03, 09:53 PM
Alright, so the Illithids have developed a new kind of brain slug, one that doesn't turn the host into a flayer physically, but still radically alters their nervous system so that the slug is in control and keeps all of the 'flayer psychic powers. Problem is, the new 'flayerspawn have to return to the elder brain underneath the city every three days to recharge the-

...

....Nevermind, that's just the plot of the Animorphs novels.

EDIT: Actually no, I think this could work. The new 'flayers have to return to the elder brain every-so-often in order to recharge their psychic powers as they aren't capable of gaining sustenance from a brain by direct ingestion. So the illithid launch a shadow war on the surface world, trying to replace various people in power with their camo-flayers.

But two things go wrong with the plan: one, it turns out that if the camo-flayers don't get back to the elder brain in enough time, they don't die; they become mind flayer vampires (from Lords of Madness). Secondly, it turns out another aberrant race -the Tsochari- have already launched a shadow war on Earth by doing the exact same thing as the 'flayers.

The PCs start oblivious to the whole thing. Go on a few fun adventures, whatever. But soon a couple of their loved ones start acting strangely, and the people they fight are increasingly psionic. After figuring out about the 'flayers' plan, it's only a matter of time before they find out about the Tsochari.

So what do the PCs do when there's two alien races trying to take over the Earth, and they've got nobody to trust- not even themselves?

bosssmiley
2009-10-03, 11:18 PM
See if you can't find anything the Conspiracy X game from the 90s. That had all sorts of twisted X-Files stuff involving abductions, mutilations, brain-washing, memory alteration, and human-alien (and dolphin-alien) crossbreeds going on.

The Greys sourcebook was practically an Illithiad for a d20 Modern setting. Their psychic biotech was particularly creepy.

Froogleyboy
2009-10-03, 11:19 PM
Alright, so the Illithids have developed a new kind of brain slug, one that doesn't turn the host into a flayer physically, but still radically alters their nervous system so that the slug is in control and keeps all of the 'flayer psychic powers. Problem is, the new 'flayerspawn have to return to the elder brain underneath the city every three days to recharge the-

...

....Nevermind, that's just the plot of the Animorphs novels.

EDIT: Actually no, I think this could work. The new 'flayers have to return to the elder brain every-so-often in order to recharge their psychic powers as they aren't capable of gaining sustenance from a brain by direct ingestion. So the illithid launch a shadow war on the surface world, trying to replace various people in power with their camo-flayers.

But two things go wrong with the plan: one, it turns out that if the camo-flayers don't get back to the elder brain in enough time, they don't die; they become mind flayer vampires (from Lords of Madness). Secondly, it turns out another aberrant race -the Tsochari- have already launched a shadow war on Earth by doing the exact same thing as the 'flayers.

The PCs start oblivious to the whole thing. Go on a few fun adventures, whatever. But soon a couple of their loved ones start acting strangely, and the people they fight are increasingly psionic. After figuring out about the 'flayers' plan, it's only a matter of time before they find out about the Tsochari.

So what do the PCs do when there's two alien races trying to take over the Earth, and they've got nobody to trust- not even themselves?
40 points!

FoE
2009-10-04, 01:01 AM
A while back, I had thought of doing a campaign based around the concept of the "Grim Frequencies" series that ran on the WotC's website. Basically, the idea is that the PCs receive a mysterious communication that perform a minor mission, typically aimed at helping someone. If they don't perform the mission, the PCs encounter repurcussions in the form of jammed guns, lost contacts, etc.

While occassionally receving mysterious communications through radio transmissions and so on, the PCs try to find the source and learn of other people who have all received these communications. For example, they find online chat rooms and websites discussing the phenomenom and hook up with others who have received similar communications.

Eventually the PCs discover that the missions they were going on were aimed at accomplishing some long-term goal. What that is, I leave to your discretion.

http://www.wizards.com/default.asp?x=d20modern/oa/20041012a

chiasaur11
2009-10-04, 01:08 AM
A while back, I had thought of doing a campaign based around the concept of the "Grim Frequencies" series that ran on the WotC's website. Basically, the idea is that the PCs receive a mysterious communication that perform a minor mission, typically aimed at helping someone. If they don't perform the mission, the PCs encounter repurcussions in the form of jammed guns, lost contacts, etc.

While occassionally receving mysterious communications through radio transmissions and so on, the PCs try to find the source and learn of other people who have all received these communications. For example, they find online chat rooms and websites discussing the phenomenom and hook up with others who have received similar communications.

Eventually the PCs discover that the missions they were going on were aimed at accomplishing some long-term goal. What that is, I leave to your discretion.

http://www.wizards.com/default.asp?x=d20modern/oa/20041012a

Bonus points if one of the other people who's compelled to help people is named "Jaye Tyler".

Physics_Rook
2009-10-04, 02:26 AM
I thought I was just going to write up a short lil' something, but it kinda got out of hand.

I hope it isn't too crazy. :smallsmile:

Campaign Background: Part 1
Centuries ago, the Illithids were enjoying a place of power among the world. They had beaten their foes the Lolth worshipping drow into a retreat, and had consolidated nearly the entirety of South America as their part of own personal kingdom.

But like all good things, it was not meant to last.

Among the Illithids elder brains resided an entity ever obsessed with the concept of networked psionics. A concept that was alien to even the Illithids. This elder's dream was to establish an unlimited and unrestrained connection to all other creatures. Like a fungus with a central mind controlling all creatures under it's command.

Concerned that the in pursuit of this dream, the elder would not see fit to stop at consuming other elder brains, the ruling council of the Illithids decided to destroy him.

Unfortunately, he had already wormed his way into the minds of a (once peaceful) society of nature revering humans. Acting as one through his mind, they worked with a eerily flawless precision to secure him from harm.

The Illithids suddenly found themselves facing not only one of their own, but one of their most brilliant and creative as well. Without any barriers to coordination, the outcast brain immediately besieged the Illithids' slave supplies. Knowing full well all their defenses, strategies, resources, and plans, the outcast brain's flawless coordinated attack nearly crushed the Illithids supply of slave, even while his own influence grew ever greater.

Realizing the incredible threat he posed them, the Illithids met his attack upon them with a declaration of war, and marshaled the entirety of their might against him, in a single desperate act to crush him before he spread out from under their reach.

Knowing only the massive retreat of Illithids from their battle fronts, the drow unaware of the dangerous situation developing within the Illithid nation, seized their chance to strike back at the now weakened borders of their lifelong foe's empire.
Campaign Background: Part 2
Assaulted on two different fronts, from an battle hardened and fanatical enemy as well as the outcast brain's smaller but undeniably destructive rampage, the Illithid empire trembled and started sinking inwards on itself.

Unable to support a such massive blow to it's interior, and now facing the redoubled attack of the drow houses, the Illithid empire retreated from it's borders, seeking to quell and contain the Outcast's actions, while they let the drow surge inwards into the bleak and abandoned portions of their burning nation.

Resolution came for the Illithids, when the drow encountered the Outcast. War on three different fronts broke out, ravaging the native population of human slaves for the drow, the Illithids, and the Outcast. Eventually, the drow arranged an uneasy truce with the Illithids, and briefly combined their efforts to contain and destroy the Outcast.

Their efforts while effective, were ultimately unsuccessful. They merely managed to drive the Outcast into remission. So thoroughly was the Outcasts brain immersed in his slaves, that the near annihilation of his slave army drove him into childlike and mentally deficient state. Gathering what forces he had left, the Outcast started reacting as a frightened animal would, and ran from his aggressors.

With both empires irrevocable maimed, the drow sought to expand their nation into lands unknown, while the Illithids clung to the shreds of their once mighty empire.
Campaign Background: Part 3
Now in the modern day, the Illithids see a resurgence of their weakened empire with the advent of world spanning methods of locomotion (planes, ships, cars, ect...). Striking quietly from the shadows, the Illithids are moving to restore the majesty they once knew.

They have already seized control of several drug rings in the South America, using them to smuggle slaves, money, and some rather specially altered drugs.

The advent of the internet has increased their paranoia considerably. They are all too aware just how dangerous such a massive network can be to them. Though they are content to wait, watch, and manipulate such a creation to their own whims, they are none the less wary of it's capabilities, knowing that it could just as easily be used against them.

With their empire growing outward once again, the Illithids feel a renewed and fresh energy run through their ranks, as the possibility of retaking their rightful place at the top of the world becomes less a dream and more a reality.

Plot Ideas:
Mainly up to you, but here's one.

The Illithids have started the manufacture of several new types of substances.
Of particular note is a sickeningly sweet smelling drug known as NFC, or Nightmare Funhouse Candy. So named for the psychotropic terror hallucinations that it induces in it's victims, as well as it's nauseatingly pungent smell.

Worse yet, NFC itself is easily mass produced. With drug farms being able to push out nearly double the amount of NFC then the next largest drug ring can produce in either marijuana or cocaine.

Though it's easily detectable by smell, this doesn't stop people from using it for an unparalleled adrenaline rush that no other drug can even compare to.

The drug itself is easily strong enough to kill the average person even when only taken once. Nausea, high blood pressure, fatigue, psychotic hallucinations, and death are all common side-effects of the drug that can occur even after it is out of your system.

Part of the drug's effectiveness, lies in the fact that it subtly alters the chemicals your body normally produces. Changing you enough so that whenever you're under stress, your heart rate rises considerably, or you receive a spike of adrenaline, your body will start to naturally induce many of the same effects of the drug even while you're not taking it.

But this is only the beginning.
NFC is a by product of a substance that the Illithids are experimenting with, that has the potential to permanently alter chemical process of the human body. The end result, they hope, will be a drug that is capable of altering the body chemistry of non-humanoids enough to allow their infestation.

They have already had some limited success on this front. And have decided to pool a considerable amount of their resources into seeing it made into a reality.

The Hook: Before
The PCs are out one night (preferably at a Carnival for maximum effect) when off in the distance, they start to hear screams of terror. Screams, which are coming closer and closer to them.

Ahead of the disturbance, a panicked crowd of people are running in horror, as the man behind them brutally hacks his way through anyone unfortunate enough to be within his reach.

Using a bloodstained machete, and trailing the remains of those his killed behind him, the man looks and acts as though he were torn from the local carnival's horror show.

Screaming about evil beings trying to enslave mankind and monsters trying to rip his head open, he lunges towards the nearest PC.

The man, unfortunately has fallen to the effects of NFC, and is beyond saving. Even if the PCs are able to restrain him, he dies within a matter of minutes, his brain frying from the effects of the drug.

After his death (by the PCs, or by the drug), the party is greeted by over a dozen squad cars pulling up to apprehend everyone at the scene.
The Hook: After
If the PCs attacked first, then the cops quickly explain that they are heroes for saving the public, and should now get the heck out of the station.

If the PCs didn't attack first, then the cops explain that they fought him off in self-defense, and are still quickly escorted from the station.

Either way, it's transparent that there are other things at work here, as regardless of their actions, the PCs should still be facing a court.

As they're being escorted out of the police station, they are greeted by a middle aged woman.
She explains that she is the one that arranged for their quick release from custody, and she would very much like to talk to them immediately.

Out of earshot of the police, she explains the man who died last night was John Doe. John was part of a larger PharmaCorp funded archeological expedition that was sent into the jungles of South America. The last they heard, it sounded like the team had run afoul of some local drug lords, and were trying to beat a hasty retreat.

Several weeks later, John turned up in the local PharmaCorp branch, deranged and half dead. He was quickly brought back to the U.S. where he is treated and makes a partial recovery. Still mostly incoherent but physically well, the doctors sent him home with his family. He started acting more and more irrational and sometimes even violent, until it culminated with the PCs' encounter with him.

The upshot, the lady, having done a thorough check on the PCs because of their involvement with John, she feels that she could make considerable use of the talents and offers to put them on retainer as PharmaCorp troubleshooters.

She's willing to offer them access and some of the companies resources (transportation, lodging, legal services, medical coverage, ect...) as well as a not inconsiderable sum of money as an up front bribe, with a smaller salary, all if they agree to join.
The Hook: Misc
PharmaCorp is a rather young and recently established corporation, and while it's not very strong in the U.S., it has gained some influence in many third world countries across the globe. It has recently been using it's resources to fund a certain secret organization that the PCs might end up being part of.

PharmaCorp itself is secretly experimenting on the new drug NFC, trying to see if there are any ways to create a viable commercial product from it.

To that end, PharmaCorp wants the PCs to help them find and secure the source of the drug.
For the most part, PharmaCorp will have the PCs operate outside of the U.S., where the legal systems are more easily influenced, and the police force is less capable.

The PCs might be asked to track down NFC users and find out where they're getting the drug from.
They might try and do some research and figure out how John himself got it.
They could try and figure out how and where it's being imported.

And near the end, you could have the PCs switch up there allegiances, when they find out the PharmaCorp isn't entirely on the level with them.

Uin
2009-10-04, 03:57 AM
Right now I run 3.5e but some day after I intend to run Dark*Matter in my home town. The good thing is Edinburgh does have supernatural stories behind hit and plenty of ancient catacombs.