Campaign Intros

We rotate between 3 campaigns and 3 dms. 2 of our current campaigns started with the PCs all (from their different walks of life) recieving mysterious notes to be at a certain place at a certain time...
 

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Best intro I had was for a Feng Shui game.

Two players wanted to play characters from the Ancient Era (Supernatural Creature, Martial Artist), two from the Modern Era (Detective and Maverick Cop) and one from the Future Era (Techie).

The techie started by being part of a break-in to steal a time-travel device from the Architects of New Flesh facility, they get discovered and a fight breaks out.

The martial artist and supernatural creature started in the middle of a battle to save their school/temple from an attack by the Ascended faction, as the students die heroic deaths, the old master opens a portal to the netherworld for the Martial Artist and Supernatural creature to escape, they jump through it followed by a hoard of angry ninja and beasts.

Meanwhile in the modern world the cops are in a car chase / driving shoot-out following a yakuzza gang.

I switch between the action in each setting mixing fire-fights with fist-fights, and a chase through the netherworld.

Then just as the Yakuzza pull into an ally, the techie holding the time device gets shot at, it activates the device sending him into the netherworld, the martial artist and supernatural creature see this fella appear into front of them to late to stop and they collapse into a heap, triggering the damaged device once more.

In the modern world the 3 from the netherworld, plus several ninja mooks suddenly appear out of thin air above the yakuzza who have got out their car to shoot at the cops who are busy bailing out of theirs.

By the end of the game I have brought a party from 3 different time-zones together.
 

My current :Out of the Frying Pan" Campaign began with all the characters seeking to escape conscription in the civil war. Having a reason for wanting to get out of it was one of the requirements listed in my charater creation guideline.

They all ended up joining up with a recruiter from a distant kingdom looking for people to clear and settle a frontier (and uh, fight a dragon).

The Company of the Rod Aquerra campaign (run by Sean Teasdale) began at a wedding all the PCs had been invited to. They all met there, asked by the father of the bride to retrieve the stolen dowery, a magical plaque nailed to a headboard said to ensure strong and healthy children conceived there.

The Oath Aquerra campaign began with everyone waking up on the bottom level of a strange dungeon - tested by a powerful wizard who decided in his examination of history that groups of adventurers often accomplished otherwise impossible tasks and wanted his own pet party he could manipulate into doing what he wanted.
 

PC's coming back to consciousness and then breaking out of personal crystaline prisons, attached to a machine that's been draining their psychic energy to power a flying ship which is now about to start falling because the power source just broke free.
 

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