An old adventuring friend of the PC’s dies mysteriously, and when the PC’s find him they discover a trinket of stunning beauty but no obvious magic quality. Oddly enough, anyone of the PC’s that carries the trinket keeps having strange things happen to them. To include, but not limited to, random falling objects almost killing them. Getting run over by stampeding horses. Having the Inn they are sleeping in burn down. Random NPC’s that otherwise have no evil history trying to murder them.
Over the course of the adventure the PC’s discover that the trinket is actually the key to uncovering an ancient power. Of course, one of the NPC’s that helps them uncover the truth is actually an emissary from an ancient cult that has been tracking the trinket for hundreds of years, and convinces the PC’s to use it with a story that the trinket is some evil holding back a long banished force of good, that if released will bring peace and prosperity to the lands. In reality he/she knows she can not touch the trinket because the curse will affect them ten fold.
Of course they never realize that the trinkets power is actually the key to the quasi-planar prison of the dreaded ancient necromancer of doom. The curse laid upon the trinket was done by the creators to keep the necromancers followers from living long enough to use it. When the PC’s eventually free the necromancer he opens up a portal to some random layer of the abyss and ushers forth an army of undead that begins to ravage the world. The PC’s are shunned and cast off as pariahs blamed for unleashing the ancient evil.
In order to make it right, the PC’s are forced to undo their mistake by taking on an epic adventure that spans the planes and the world ethos, to finely defeat the necromancer/demigod.
I prefer good anti-hero campaigns, they are more plausible then the altruistic cliché’s..
Over the course of the adventure the PC’s discover that the trinket is actually the key to uncovering an ancient power. Of course, one of the NPC’s that helps them uncover the truth is actually an emissary from an ancient cult that has been tracking the trinket for hundreds of years, and convinces the PC’s to use it with a story that the trinket is some evil holding back a long banished force of good, that if released will bring peace and prosperity to the lands. In reality he/she knows she can not touch the trinket because the curse will affect them ten fold.
Of course they never realize that the trinkets power is actually the key to the quasi-planar prison of the dreaded ancient necromancer of doom. The curse laid upon the trinket was done by the creators to keep the necromancers followers from living long enough to use it. When the PC’s eventually free the necromancer he opens up a portal to some random layer of the abyss and ushers forth an army of undead that begins to ravage the world. The PC’s are shunned and cast off as pariahs blamed for unleashing the ancient evil.
In order to make it right, the PC’s are forced to undo their mistake by taking on an epic adventure that spans the planes and the world ethos, to finely defeat the necromancer/demigod.
I prefer good anti-hero campaigns, they are more plausible then the altruistic cliché’s..