Orni
2015-10-28, 05:52 AM
I need some help with my Pathfinder campaign idea - feel free to use it as well.
I want to use the old "so, you're all at an inn, when ..." opening and put a spin on it. I'm planning to start my characters "waking up" at a table in some tavern basement. They all look at each other and have no idea who each other are and how they ended up there. The room is locked from the inside and there are several numbered and sealed letters on the table. (I'll use actual letters for the players to open and read)
At first they have to manage with the general situation - I'm pretty sure at least one of them will freak out in some way, because it's pretty screwed up to suddenly sit in some basement with guys you don't know. Maybe a fight breaks out, I don't know.
additionally to the letters there's a small note that states: "only open a letter if you're told to. this is of utmost importance. you're memories have been stolen, but you have planned for this and you can trust each other. open letter 1 now."
on the bottom of the note are signatures of all characters. some of them even wrote a small line like: "I know. But you can trust them."
one of the characters (the lawful good one) realizes that he wrote the note (as well as the letters as the story unfolds)
I expect them to then open letter 1: "The local academy of mages plans something you can't know for now. They have stolen your memories, but you must get them back. The academy is protected by a powerful barrier, but you should be able to get through it. Leave all your weapons behind, including all items that can be used as weapons, and place them into the ritual circle in the corner of this room. Take the letters with you and open letter 2 once you're inside. Make sure no one outside this group reads any of the letters."
The backside of the letter also has strange markings and a skill check reveals that it's part of a ritual circle, just like the one in the room (smaller though).
There's also a strange box/device inside the circle. a very high skill check reveals that it's a "void bomb" that annihilates all matter inside a small radius. (there's a small note on it: "don't touch this!")
The players then have to navigate the town to the academy - which is a really big tower at its center. There's no way to climb up the walls and the only way in is through the main gate. Which has some form of watery barrier (think of Stargate). In front of the barrier two guards (which appear to be proficient wizard/fighter or magus types) stop the characters and they have to roleplay their way in the academy. If anyone asks about the barrier the guards say that it protects the academy from harm.
They can actually simply walk right through it.
Inside they should try to not create any problems and roleplay one or two finicky situations, for example a staff member asking what they're doing there.
letter 2 says: "great, you're in. here's a map how to get to the place your memories are stored. (most of the letter is a map which leads a way through the basement) you aren't allowed in the basement - so make sure no one notices you. once you're in the basement, right before the black door, open letter 3."
there aren't any patrolling guards inside most of the academy, just some staff and students running around. the players have to distract them or something to get to the basement.
once there in, they almost run into a guard - which they should be able to avoid by being careful, otherwise it's likely game over for them.
they stand before a huge black door that's locked by a complex combination of magic and mechanics. letter 3: "Use letters 1 to 3 to form a magic circle. Once formed it should activate and summon your weapons and a device you'll need. Place it right against the door and press its button. Then make sure to quickly move away. It's likely that you'll find enslaved beasts guarding the rest of the basement, try to hurry! you have to find a document that lists the contents of all cells in the basement and find the cell that contains "archmage prisoner". open the last letter in front of it."
the bomb annihilates all matter in a small sphere around it (as well as itself) without any sound. it's like they blinked and there's a hole. They have to squeeze through (it's just big enough).
Inside there's complete darkness. Once they get their light ready they realize they are standing in front of a hydra (or something like that) and wake it.
there are several more encounters like that. depending on how long it takes them to beat them the guards realize someone broke in. Fortunately it takes a long while to open the door - since it's mechanically broken by the bomb. Only one guard after the other can get through. If they were clever, they might have filled the hole with something beforehand to prevent that
If they manage to beat their way until the find the right cell in time, they open the last letter: "Here you are. Find a way to open or break the door. You'll find a person inside. You have to make physical contact with each other and use this scroll to escape. (there are some magical runes that fill the rest of the letter)"
Inside the cell they find a person (which is actually the character of another player that joins the group starting the next session). All of the characters feel like they have seen him before and he knows their names and is very happy to see them. Apparently he knows about the whole thing and hurries them to use the teleportation scroll. They vanish right in time the second an army of guards (and mages) runs around the corner.
They find themselves in some forest, a few miles off the city and can see the academy in the distance.
The first session ends here on a cliffhanger.
Next time they find out that they actually deleted their own memories (no one stole them) to get their guy out - which had broken in the place and stole something the group needed to proof that the academy is actually involved in some very bad demon summoning plans which would have harmed the whole country or even world. One of the adepts at the academy found out about the demon stuff and his morals forced him to become a traitor to the academy. He found the group of adventurers and told them what they would have to get to stop it, and provided the bomb and the map and some information. but because of the barrier they can't get in there that easily. The barrier actually reads the minds of anyone who enters and anyone who knows anything about the demon stuff or anyone or anything about the basement is being noticed by it. The only way to get it was to delete their memories.
this adept comes out of the forest and is very relieved to see the group. they talk and he explains the whole thing and now they have to get to the king (or someone else who has the power to stop the academy) and present their proof. (I'm not sure what this proof would be, since it can't be any item - but I'll figure something out)
afterwards the'll have to deal with academy people trying to catch (and kill) them for obvious reasons
one of the mages thats after them is a real pain in the ass, since he's pretty good at tracking people down - he'll be the "antagonist" for the second session of the game.
once they manage to get past him and do one or two side quest things they'll reach the king (or someone lawful with a lot of power) and have to convince them to stop the academy
the party won't have any further role in this - unless they want to. but they will be used as witnesses in a tribunal against the academy.
the archmage is a pretty dubious guy and manages to mind control the judges and so on - so there are some problems for the third session to deal with - although the party plays more of a story supporting role. after he (as well as most staff members) get sentenced to death and the academy is issued to disband - the archmage reveals to host some powerful demon who breaks out and is the boss for this three part campaign starter. the party will be too low level to fight him directly, so they're ordered to kill the lesser demons that spawn during the main fight - while some strong paladins (tribunal guards) deal with the demon. they manage to seriously wound him - but still die - so the party has to jump in and make the killing blow, although it's likely that at least one of them will eat a hit and die.
afterwards they can do whatever they want - but if they (for whatever reason) left the guy that tracked them in the second session alive, he'll find them again eventually and will seek his revenge
as you can see these are all rather general ideas, I haven't planned out much of the details yet
what do you think about this - any advice?
I want to use the old "so, you're all at an inn, when ..." opening and put a spin on it. I'm planning to start my characters "waking up" at a table in some tavern basement. They all look at each other and have no idea who each other are and how they ended up there. The room is locked from the inside and there are several numbered and sealed letters on the table. (I'll use actual letters for the players to open and read)
At first they have to manage with the general situation - I'm pretty sure at least one of them will freak out in some way, because it's pretty screwed up to suddenly sit in some basement with guys you don't know. Maybe a fight breaks out, I don't know.
additionally to the letters there's a small note that states: "only open a letter if you're told to. this is of utmost importance. you're memories have been stolen, but you have planned for this and you can trust each other. open letter 1 now."
on the bottom of the note are signatures of all characters. some of them even wrote a small line like: "I know. But you can trust them."
one of the characters (the lawful good one) realizes that he wrote the note (as well as the letters as the story unfolds)
I expect them to then open letter 1: "The local academy of mages plans something you can't know for now. They have stolen your memories, but you must get them back. The academy is protected by a powerful barrier, but you should be able to get through it. Leave all your weapons behind, including all items that can be used as weapons, and place them into the ritual circle in the corner of this room. Take the letters with you and open letter 2 once you're inside. Make sure no one outside this group reads any of the letters."
The backside of the letter also has strange markings and a skill check reveals that it's part of a ritual circle, just like the one in the room (smaller though).
There's also a strange box/device inside the circle. a very high skill check reveals that it's a "void bomb" that annihilates all matter inside a small radius. (there's a small note on it: "don't touch this!")
The players then have to navigate the town to the academy - which is a really big tower at its center. There's no way to climb up the walls and the only way in is through the main gate. Which has some form of watery barrier (think of Stargate). In front of the barrier two guards (which appear to be proficient wizard/fighter or magus types) stop the characters and they have to roleplay their way in the academy. If anyone asks about the barrier the guards say that it protects the academy from harm.
They can actually simply walk right through it.
Inside they should try to not create any problems and roleplay one or two finicky situations, for example a staff member asking what they're doing there.
letter 2 says: "great, you're in. here's a map how to get to the place your memories are stored. (most of the letter is a map which leads a way through the basement) you aren't allowed in the basement - so make sure no one notices you. once you're in the basement, right before the black door, open letter 3."
there aren't any patrolling guards inside most of the academy, just some staff and students running around. the players have to distract them or something to get to the basement.
once there in, they almost run into a guard - which they should be able to avoid by being careful, otherwise it's likely game over for them.
they stand before a huge black door that's locked by a complex combination of magic and mechanics. letter 3: "Use letters 1 to 3 to form a magic circle. Once formed it should activate and summon your weapons and a device you'll need. Place it right against the door and press its button. Then make sure to quickly move away. It's likely that you'll find enslaved beasts guarding the rest of the basement, try to hurry! you have to find a document that lists the contents of all cells in the basement and find the cell that contains "archmage prisoner". open the last letter in front of it."
the bomb annihilates all matter in a small sphere around it (as well as itself) without any sound. it's like they blinked and there's a hole. They have to squeeze through (it's just big enough).
Inside there's complete darkness. Once they get their light ready they realize they are standing in front of a hydra (or something like that) and wake it.
there are several more encounters like that. depending on how long it takes them to beat them the guards realize someone broke in. Fortunately it takes a long while to open the door - since it's mechanically broken by the bomb. Only one guard after the other can get through. If they were clever, they might have filled the hole with something beforehand to prevent that
If they manage to beat their way until the find the right cell in time, they open the last letter: "Here you are. Find a way to open or break the door. You'll find a person inside. You have to make physical contact with each other and use this scroll to escape. (there are some magical runes that fill the rest of the letter)"
Inside the cell they find a person (which is actually the character of another player that joins the group starting the next session). All of the characters feel like they have seen him before and he knows their names and is very happy to see them. Apparently he knows about the whole thing and hurries them to use the teleportation scroll. They vanish right in time the second an army of guards (and mages) runs around the corner.
They find themselves in some forest, a few miles off the city and can see the academy in the distance.
The first session ends here on a cliffhanger.
Next time they find out that they actually deleted their own memories (no one stole them) to get their guy out - which had broken in the place and stole something the group needed to proof that the academy is actually involved in some very bad demon summoning plans which would have harmed the whole country or even world. One of the adepts at the academy found out about the demon stuff and his morals forced him to become a traitor to the academy. He found the group of adventurers and told them what they would have to get to stop it, and provided the bomb and the map and some information. but because of the barrier they can't get in there that easily. The barrier actually reads the minds of anyone who enters and anyone who knows anything about the demon stuff or anyone or anything about the basement is being noticed by it. The only way to get it was to delete their memories.
this adept comes out of the forest and is very relieved to see the group. they talk and he explains the whole thing and now they have to get to the king (or someone else who has the power to stop the academy) and present their proof. (I'm not sure what this proof would be, since it can't be any item - but I'll figure something out)
afterwards the'll have to deal with academy people trying to catch (and kill) them for obvious reasons
one of the mages thats after them is a real pain in the ass, since he's pretty good at tracking people down - he'll be the "antagonist" for the second session of the game.
once they manage to get past him and do one or two side quest things they'll reach the king (or someone lawful with a lot of power) and have to convince them to stop the academy
the party won't have any further role in this - unless they want to. but they will be used as witnesses in a tribunal against the academy.
the archmage is a pretty dubious guy and manages to mind control the judges and so on - so there are some problems for the third session to deal with - although the party plays more of a story supporting role. after he (as well as most staff members) get sentenced to death and the academy is issued to disband - the archmage reveals to host some powerful demon who breaks out and is the boss for this three part campaign starter. the party will be too low level to fight him directly, so they're ordered to kill the lesser demons that spawn during the main fight - while some strong paladins (tribunal guards) deal with the demon. they manage to seriously wound him - but still die - so the party has to jump in and make the killing blow, although it's likely that at least one of them will eat a hit and die.
afterwards they can do whatever they want - but if they (for whatever reason) left the guy that tracked them in the second session alive, he'll find them again eventually and will seek his revenge
as you can see these are all rather general ideas, I haven't planned out much of the details yet
what do you think about this - any advice?