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PCs start out dead...but what now?
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<blockquote data-quote="Ashrum the Black" data-source="post: 1185648" data-attributes="member: 1585"><p>Hmm (puts on thinking hat) (thinks, wow, I actually work in this gray hell of florescent light?)</p><p></p><p>Does it have to be so obvious? How about the characters all wake up in a room littered with ritual doo-dad's. The room is littered with bodies and blood. The ritual doo'dad's are all broken and scattered. They lie at the the ritual center of some great circle designed to accomplish something. This is all they know.</p><p></p><p>Perhaps it was some great ritual to accomplish some dark deed. It was stop by the forces of good and brought the pc's back to life as a side effect. Now the good guy's want them dead because they're centers of darkness walking. Even though they still have their old alignments. The forces of darkness want them because they are required if they are to ever complete this ritual and bring about the return of thier god/ end of the world/ making elminster talk in a funny high voice.</p><p></p><p>On the other hand perhaps the forces of good were performing the ritual and it was interrupted by the dark powers. Now good wants their help, and darkness want's them dead/ sacrificed/ forced to watch hours of bad anime. Or good thinks they've been corrupted by the rituals failure and a new one to save the world cannot be started until the "dark stains" are removed. </p><p></p><p>The point is that they don't know much about why they're there, who brought them back, and what's going on. Through their investigations they will find out more about what is going on. You can throw side trecks in to break things up to keep things from getting repetitive. If they choose to ignore this strange "re-birth" then it can come hunting them. Hit them a few times with strange cultists out for their deaths and watch them get interested fast! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>As for what's actually going on, no need to decide that all just yet. Let it grow form the campaign. All you need now is to decide who's after them and some broad reason's for what they plan to do with them once they get them. This will provide a hook to get them interested, after that as they explore more you can flesh out the motivations more and reveal that to them. </p><p></p><p>Believe me, the theories that the players come up with are oft times far more diabolical than what we design. Listen to their theories as play goes on and steal the better ones and combine them all.</p><p></p><p>(pulls off thinking cap before this hell of grey drives him mad(der) )</p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 1185648, member: 1585"] Hmm (puts on thinking hat) (thinks, wow, I actually work in this gray hell of florescent light?) Does it have to be so obvious? How about the characters all wake up in a room littered with ritual doo-dad's. The room is littered with bodies and blood. The ritual doo'dad's are all broken and scattered. They lie at the the ritual center of some great circle designed to accomplish something. This is all they know. Perhaps it was some great ritual to accomplish some dark deed. It was stop by the forces of good and brought the pc's back to life as a side effect. Now the good guy's want them dead because they're centers of darkness walking. Even though they still have their old alignments. The forces of darkness want them because they are required if they are to ever complete this ritual and bring about the return of thier god/ end of the world/ making elminster talk in a funny high voice. On the other hand perhaps the forces of good were performing the ritual and it was interrupted by the dark powers. Now good wants their help, and darkness want's them dead/ sacrificed/ forced to watch hours of bad anime. Or good thinks they've been corrupted by the rituals failure and a new one to save the world cannot be started until the "dark stains" are removed. The point is that they don't know much about why they're there, who brought them back, and what's going on. Through their investigations they will find out more about what is going on. You can throw side trecks in to break things up to keep things from getting repetitive. If they choose to ignore this strange "re-birth" then it can come hunting them. Hit them a few times with strange cultists out for their deaths and watch them get interested fast! ;) As for what's actually going on, no need to decide that all just yet. Let it grow form the campaign. All you need now is to decide who's after them and some broad reason's for what they plan to do with them once they get them. This will provide a hook to get them interested, after that as they explore more you can flesh out the motivations more and reveal that to them. Believe me, the theories that the players come up with are oft times far more diabolical than what we design. Listen to their theories as play goes on and steal the better ones and combine them all. (pulls off thinking cap before this hell of grey drives him mad(der) ) -Ashrum [/QUOTE]
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