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Have you had any fun intros to a campaign.
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<blockquote data-quote="ReeboKesh" data-source="post: 5150329" data-attributes="member: 40101"><p>I love threads like this one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>Intros I've used/experience:-</p><p>1. The player characters are all 1st level and don't know each other. They become the victims of a different version of the Summon Monster spell and they are summoned to a desert by a wizard who orders them to attack a large group of goblin nomads. The summoning spell compels them to obey so they do and succeed in killing the goblins. </p><p>The wizards thanks them and tells them that they will return home as soon as the spell expires. He himself teleports away.</p><p>The PCs wait and nothing happens, they're stuck in the middle of the desert.</p><p></p><p>2. The PCs wake up in a monastery in South America, their wounds being tended by a group of heavily armed nuns. They have no memories of who they are or how they got there. The nuns tell them they found them at the site of a plane crash in the jungle and each was carrying a number of weapons, the weapons a group of Shadowrunners might carry.</p><p>Gradually each member starts having flashbacks of a mission when certain visual/audible clues are experienced.</p><p></p><p>3. PCs are slaves on a flying slave ship. The ship is attacked by Sky Pirates and crashes. The PCs can either wait for the Sky Pirates to land to thank them (possibly being captured again) or flee into the woods with a small amount of equipment found on the crashed ship.</p><p></p><p>4. The PCs wake up in the bodies of a completely different adventuring group in the middle of a dungeon. Backstory - a poorly worded Wish by the NPC party had their souls swapped with the nearest adventuring group instead of being teleported out of the dungeon.</p><p></p><p>5. The PCs are a group of undercover spies working for the campaign setting's Evil Empire. The are sent to the opposing "good" kingdom to spy and eventually must decide if the are working for the right side.</p><p></p><p>6. The start of the Ravenloft module (Roots of Evil?) had the PCs killed by the Headless Horseman and wake up as heads in a lich's lab who agrees to stitch their heads on to new bodies to do his bidding.</p><p></p><p>7. Another published adventure had the PCs as 0-level commoners shipwrecked on an island and trying to find a way off it before a deity decides to wipe the island from the face of the world. Over the course of the adventure the PCs actions begin to determine their class choice and alignment.</p><p></p><p>I've found most of our games involve the PCs meeting on the road, in a tavern or being in the employ of someone right from the start.</p><p>Reebo</p></blockquote><p></p>
[QUOTE="ReeboKesh, post: 5150329, member: 40101"] I love threads like this one :-) Intros I've used/experience:- 1. The player characters are all 1st level and don't know each other. They become the victims of a different version of the Summon Monster spell and they are summoned to a desert by a wizard who orders them to attack a large group of goblin nomads. The summoning spell compels them to obey so they do and succeed in killing the goblins. The wizards thanks them and tells them that they will return home as soon as the spell expires. He himself teleports away. The PCs wait and nothing happens, they're stuck in the middle of the desert. 2. The PCs wake up in a monastery in South America, their wounds being tended by a group of heavily armed nuns. They have no memories of who they are or how they got there. The nuns tell them they found them at the site of a plane crash in the jungle and each was carrying a number of weapons, the weapons a group of Shadowrunners might carry. Gradually each member starts having flashbacks of a mission when certain visual/audible clues are experienced. 3. PCs are slaves on a flying slave ship. The ship is attacked by Sky Pirates and crashes. The PCs can either wait for the Sky Pirates to land to thank them (possibly being captured again) or flee into the woods with a small amount of equipment found on the crashed ship. 4. The PCs wake up in the bodies of a completely different adventuring group in the middle of a dungeon. Backstory - a poorly worded Wish by the NPC party had their souls swapped with the nearest adventuring group instead of being teleported out of the dungeon. 5. The PCs are a group of undercover spies working for the campaign setting's Evil Empire. The are sent to the opposing "good" kingdom to spy and eventually must decide if the are working for the right side. 6. The start of the Ravenloft module (Roots of Evil?) had the PCs killed by the Headless Horseman and wake up as heads in a lich's lab who agrees to stitch their heads on to new bodies to do his bidding. 7. Another published adventure had the PCs as 0-level commoners shipwrecked on an island and trying to find a way off it before a deity decides to wipe the island from the face of the world. Over the course of the adventure the PCs actions begin to determine their class choice and alignment. I've found most of our games involve the PCs meeting on the road, in a tavern or being in the employ of someone right from the start. Reebo [/QUOTE]
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