[Plots] Would you want to play in this campaign? *MY PLAYERS STAY OUT*

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Adventurer
Sinces the Plots forum is going to be moved in to here soon, I figured I'd just go ahead and post here.

In February, I will be running a new campaign for our group. I will tell them it's a D20 Modern campaign, but I am actually mixing it, D20 Highlander (http://hometown.aol.com/frodie69/myhomepage/Highlander.html) and Legacy: War of Ages (http://www.goldrushgames.com/legacy.html) together.

I will give tell each player to create a D20 Modern character and give them a list of Background Questions I would like them to answer (15 questions total; they must answer at least 5). I will also inform the PCs that A) There characters must have known each other (for as brief or as long as they want) for whatever reason and must trust each other and B) They must each have some sort of criminal record, regardless of length and whether they are innocent or not.

Basically, they think they will be playing a "normal" D20 Modern game. Here are my notes. Let me know what you think. Would you want to play something like this? Does the story pique your interest? Does it sound fun? That's the most important one to me. :)

Thanx and all comments are welcomed and appreciated.


The Setup

The PCs are invited to a meeting to discuss a job. They each receive an envelope with a business card in it and a brochure for a Holiday Inn. On the front, the business card simply has a name on it, Joe Hanks. On the back, it has handwritten: “June 14, 0100, $50,000”. The brochure has a number written in black felt tip pen: 14. Hopefully the PCs will figure out they are to meet Joe in room 14 of said Holiday Inn at 1am on June 14 and they will be paid $50,000 for their efforts.

When they arrive at the hotel, they are invited into a room that has 2 twin beds, a small table and a number of chairs around the table. In the room is Joe Hanks (Greg Hill from Legacy) and two men dressed in black brandishing side arms. Joe introduces himself and produces credentials as a CIA agent. These are actually his real creds from being an agent, but they have been forged with a fake name. DC 30 to spot the forgery.

Once everyone is seated, he will introduce the two men in the room, “Agents” Hicks and Carl. This meeting has been set up because there is a drug lord, Alan Gaumont, living in the city. Unfortunately, the cops have nothing on him. 10 years ago, Gaumont killed Hanks’ daughter. She was only 12 at the time. Hanks had been working in the DA’s office at the time. He was investigating Gaumont. He was very close to putting Gaumont away and Gaumont knew it. So he had his daughter killed as a warning.

Hanks life went in to a spiral after that. He started drinking. He lost his wife and his job. He was suicidal. 6 years ago he decided to make a clean start. With his background in law enforcement, he decided to work at a job where he could take out the “big guys.” That’s why he joined the CIA. Since then, he has been instrumental in putting a lot of drug pushers and big time players in jail. But Gaumont kept slipping through his grasp.

This is where the PCs come in. The CIA has tired of waiting for a “legal” way of taking out Gaumont. They want to get rid of him once and for all while making it look like a rival drug lord did the dirty work. This is strictly a wetworks mission. Go in, take care of business and get out.

The PCs are simply hired for their prowess in doing whatever it is they do. Hicks and Carl are to plant the “evidence” after the mission is accomplished. For their work, they will be paid $50,000 after everything is done. If any of the PCs have thoughts against doing this, Hanks explains that he knows about their criminal past and can have their record expunged.

After they agree, they are told where to meet and what time. It will be one week from tonight and in a somewhat upscale neighborhood. Not extremely upscale, more like the large houses you’d find near UNO but with land between homes.


The Break-In

The PCs will meet Hicks and Carl at the designated location at the appropriate time. Hicks and Carl will give them a layout of the grounds but they have no information about what’s beyond the library. This is where they will enter. The library has double glass doors that lead out on to a large patio. These doors should be the easiest to pick. At this point, if the players aren’t feeling that this doesn’t seem to be the house of a drug lord, two things can make them think about it but don’t tell the players:

1) The house is in an affluent neighborhood and it is large but it’s not overly huge. Most drug “lords” would live in a mansion of some sort.

2) This house has no security. No lights, no dogs, no guards. Strange for a wanted mastermind.

The doors are easily picked (DC 20) and the group is in. Hicks suggest they split in to groups of two, with Hicks and Carl comprising one of the groups. H&C will take the downstairs, while team 1 searches upstairs. Team 2 will cover the basement.

A layout of the home is as follows:

1st Floor
Library/Study
Den
Kitchen (Stairs into basement)
Stairs leading up
Dining Room
Bathroom

2nd Floor
Master Bedroom (Locked)
2 Guest Bedrooms (Unused)
Bathroom
Large Recreation Room with Weapons, Armor, Medieval stuff

Basement
Laundry Room
Office with computer equipment
Large room with padding on the floor and weights on one end (Training Room)

As Teams 1 and 2 are searching they will hear a loud groan. Whoever searches downstairs will find Hicks with his throat cut in the kitchen and Carl dead in the Den. It looks like Carl was pierced with something.

Each team member will, in turn, be killed. They will feel like someone is watching them but they’ll never see anyone, regardless of rolls. Eventually, they will feel a burning sensation as a blade pierces their flesh. Unless they are in the training room, however, as the door will shut and lock automatically and the room will fill up with poison gas.


Immortality

All four PCs will wake up together in a small room with a single bulb lighting the darkness. The room has a padded floor but visible means of exit. They will be able to talk to each other as they wish, but no one has any idea where they are or how they got there. The last thing they remember is hot pain and then they blacked out. Each of them is still dressed in their clothes they wore in to the house and each has blood stains in certain location; either on the neck (slit throat) or torso (pierced). The torso shots will, of course, cause the clothes to rip but there are no visible scars whatsoever.

After a few minutes, they will hear a voice asking them questions:

“Who are you?”
“Why are you here?”
“How did you get in?”
”Who were the other two men with you?”

Alan will direct his speech to one team member at time, discussing their pasts individually. While they were dead, he scanned their fingerprints and came up with their records. H&C, of course, have no fingerprints.

After a while, Alan will say “You really have no idea what you are, do you?” and then make his way into the secret room in the basement. It is actually Alan’s meditation room and is soundproof. He will open the door and order each of them to step out in to the training room. As they do, the first person to pass close to Alan will feel nauseated, as will the rest as they pass him. This is the first time they have ever felt the Sense.

They will notice that Alan carries a sword. With an INT check (DC 15) a PC will know that they’ve seen it somewhere before. With a check of DC 20, they will remember seeing it in a museum as a child. It belonged to Robin of Locksley (aka Robin Hood).

At this point, the Alan will talk to the PCs to find out why they are here. If any of them try to attack Alan, he will successfully defend himself. If he has to, he will kill one of them, but he would rather not. However, he eventually will try to explain to the group what they are and, if they do not believe him, he will kill one of them and wait for that person to get back up.

At this point, Alan explains about Immortals. Turn to the “Setting” section of the Legacy book for background info. There will be a lot of information the PCs will ask about and you can give them some historical references and some personal references (such as Aging, Sex, etc) from there.

He explains the rules to them:

1) There can be only one.
2) The Quickening.
3) One on One Duels.
4) Mortals not learning about them.
5) Holy Ground.
6) True Death.
7) The Sense.

These can be given in any order, just make sure to touch on each point.

After all is said and done, Alan will offer them the choice of leaving or training with him. But, he warns them, there are good Immortals and evil Immortals, just as there are good and evil mortals. Without his training, the evil Immortals will prey on them and take their essence for their own.

Hopefully, the PCs will agree to train. Training takes 6 months. At the end of this time, Alan and the PCs have grown very close and a trusted bond has been formed. Alan tells them that their training time is over and they need to experience the world on their own. He will give them each a sword, listed below, that will be bonded to each PC. There will be an elaborate ceremony as student leaves master.

Of course, the PCs are probably wondering who set them up to kill Alan and probably die themselves. Alan doesn’t know who it was but thinks they can find more information at a place called Blades, a nightclub in town that a lot of Immortals go to.

He will tell them that he is available if they have any more questions on their journey, but he tries to shy away from the public eye, whether Mortal or Immortal.

At this point, the PCs add the Immortal template to their characters. They will continue to gain levels as their chosen professions as they will need to keep doing it as they go through the campaign.

Swords for PCs

I am looking in to specific swords for the PCs to choose from. I will make up stories on how Alan appropriated each sword.
 

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I'll jump in if you don't mind.

The backstory looks cool.
Did they all know each other from some place before? Or what draws them together?

Kind of odd that they'd all become immortals all of a sudden at the same time without some sort of history together.

What happens if they don't agree to train?

Regarding the swords I have a suggestion.

Look at the d20 (if you haven't already) called Swords of our Fathers. It gives great ideas on how swords' powers grow with the wielder. It would otherwise get kind of boring IMHO having to use the same old weapon throughout their adventuring career.
 

Mystery Man said:
I'll jump in if you don't mind.

The backstory looks cool.
Did they all know each other from some place before? Or what draws them together?

Kind of odd that they'd all become immortals all of a sudden at the same time without some sort of history together.

What happens if they don't agree to train?

Regarding the swords I have a suggestion.

Look at the d20 (if you haven't already) called Swords of our Fathers. It gives great ideas on how swords' powers grow with the wielder. It would otherwise get kind of boring IMHO having to use the same old weapon throughout their adventuring career.

Thanx for the feedback. :)

I thought I'd leave it up to the players as to if their characters knew each other or not. I do want them to have met sometime previously, but that could have been very short or as long as they want.

They are drawn together by the job. Unless they know each other currently and go because someone else is going, they are simply getting another job to accomplish. $50,000 is a lot of money and, them being 1st level characters, they don't have that much experience and need the cash.

I do think it is "highly coincidental" that all 4 PCs are actually Immortals, but I thought it was the easiest way to bring them all in at once to keep the mystery rather than figure out when each one of them died individually.

As for the sword, I have seen the book before and never thought of looking through it. I will have to look through it again. In D20 Highlander, you can actually increase your weapons abilities the more times you fight other Immortals. This is not something I plan on happening a LOT in the campaign, but it will happen and will allow the characters to enhance their weapons as they see fit.
 

$50,000 would be worth it just to watch their eyes bug out. :) Be careful if one of them smells a rat (I have an idea who might) but 50 large would tempt anyone to take the chance I would think. You may want to keep that in mind though.

In D20 Highlander, you can actually increase your weapons abilities the more times you fight other Immortals.

Didn't realize that about the immortal swords, that's cool.
 

See, until I scrolled down, I was about to post that $50,000 for a hit on a major drug lord is pitifully cheap.

Not that I really know what those kinds of things go for these days, of course. But, seriously, I'd expect millions.
 

If I were a player, the fact that the man hiring us for the hit was CIA would raise a big red flag with me. CIA doesn't mess around with drug dealers, or really with crime of any sort inside the borders of the US. They are focused on working outside the US, with some exceptions.

I'd change him to either FBI or DEA -- DEA would probably be the most logical. Unless there is some specific reason you didn't give that he has to be CIA.
 


The four PC all becoming imortals at the same time is a strech, but I could see your reasons for doing it.

As far as playing in a campaign like this, I would be all for it. Besides the fact that I'm a fan of Highlander, your whole backstory is great and would have me begging for more.

Job well done. :)
 

Shadowdancer said:
If I were a player, the fact that the man hiring us for the hit was CIA would raise a big red flag with me. CIA doesn't mess around with drug dealers, or really with crime of any sort inside the borders of the US. They are focused on working outside the US, with some exceptions.

I'd change him to either FBI or DEA -- DEA would probably be the most logical. Unless there is some specific reason you didn't give that he has to be CIA.

"Joe Hanks" is actually Greg Hill. He's an ex-CIA agent, which is why he has actual credentials (he stole them when he left). I figured it would be plausible to have the CIA do this because, while technically they are NOT supposed to perform law enforcement duties inside the US, they ARE known to be involved in shady deals, spying, etc. I don't think anyone would question why the CIA is involved, but if they do, I will come up with something. I'm pretty good at making stuff up on the fly. :)
 

shilsen said:
Quick question - what happens if they don't agree?

Oh... they will... :eek:

Don't think Greg Hill hasn't done his homework. He has dossiers on all of the PCs (read: this is one reason I want good character histories from each player). He will know how to push their buttons to get them to join. If it comes down to blackmail, he's definitely not above it.
 

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