Wannabehero
First Post
Re: Campaigns in a nutshell
As a GM I find the hardest sell to my players, from a RP perspective, is coming up with the reason they form the party. For my newest campaign I devised the following adventure (and excuse), which my players loved.
The Crucible
The players awaken in the *regional state-power*'s arcane academy with no recollection of who they are or why they are there. A member of the academy (Professor) explains to the PC's that they were brought there to undergo a magical ritual to protect them from being magically tracked. Unfortunately, the ritual was interrupted part way through when the academy was invaded by a small force of unknown assailants who are seeking the PC's for nefarious purposes.
As a result of the incomplete magical ritual, the PC's have awakened with their memories fragmented but with their knowledge (read: skills and class) generally intact.
The Professor leads the players to the only "safe" exit of the academy (a secret exit). It is through a training dungeon, known as The Crucible to students of the academy. This dungeon serves as a final exam to students training to be field-agents for the *regional state-power* and is stocked with real hazards and monsters (suggest vermin, undead, and animated objects).
The dungeon is not located in or under the academy, but rather is hidden underground at a considerable distance. Students enter the dungeon through a portal in the academy and exit through another portal at the dungeon's end. However, there is also a secret passage at the end of the dungeon that leads to the surface, and therefor escape for the PC's. The Professor will seal the portals in the academy after the PC's enter the dungeon, protecting them from pursuit. The players must then face the dangers, tricks, and challenges of The Crucible.
-Fin
I apologize for this not exactly being an "Adventure in a sentence".
As a GM I find the hardest sell to my players, from a RP perspective, is coming up with the reason they form the party. For my newest campaign I devised the following adventure (and excuse), which my players loved.
The Crucible
The players awaken in the *regional state-power*'s arcane academy with no recollection of who they are or why they are there. A member of the academy (Professor) explains to the PC's that they were brought there to undergo a magical ritual to protect them from being magically tracked. Unfortunately, the ritual was interrupted part way through when the academy was invaded by a small force of unknown assailants who are seeking the PC's for nefarious purposes.
As a result of the incomplete magical ritual, the PC's have awakened with their memories fragmented but with their knowledge (read: skills and class) generally intact.
- As they further quest in later adventures each player is provided the opportunity to rediscover their past and regain their memories (wonderful RP possibilities, and fantastic adventure potential focused on the PC's).
The Professor leads the players to the only "safe" exit of the academy (a secret exit). It is through a training dungeon, known as The Crucible to students of the academy. This dungeon serves as a final exam to students training to be field-agents for the *regional state-power* and is stocked with real hazards and monsters (suggest vermin, undead, and animated objects).
The dungeon is not located in or under the academy, but rather is hidden underground at a considerable distance. Students enter the dungeon through a portal in the academy and exit through another portal at the dungeon's end. However, there is also a secret passage at the end of the dungeon that leads to the surface, and therefor escape for the PC's. The Professor will seal the portals in the academy after the PC's enter the dungeon, protecting them from pursuit. The players must then face the dangers, tricks, and challenges of The Crucible.
-Fin
I apologize for this not exactly being an "Adventure in a sentence".
