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Undead Campaign Ideas?
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<blockquote data-quote="conanb" data-source="post: 6049388" data-attributes="member: 17930"><p>If I were going to do an undead campaign I would do it first as a "who are we?" adventure followed with a "we need to stop X" with a dash of "get the maguffin". </p><p></p><p>So what does that mean?</p><p></p><p>"Who are we?" </p><p>A good motivator for a campaign to start but one where all the player's have to be on board. If they are ok not knowing who their characters are at the start then you can do this. The players all 'awake' or come to life at the same time. They are at the seen of a horrific battle. Everyone around them dead as well. They'll need a guide at this point. I myself would do something like a talking skull. Sort of mouthy but needing their help. "Oh good your awake, I was wondering who around here would wake up." Have the skull be the one who woke them up using left over magical residue around since he needed to get back to his own work. </p><p></p><p>Which leads into part two:</p><p></p><p>"We need to stop X!" </p><p>So the skull is a powerful relic of a now deceased necromancer. His master's rival killed his master and stole a rather powerful tome. He has no idea really of who the player's are no cares. They were the closest corpses so he reanimated them to help him get the tome back from his master's rival. </p><p></p><p>You could do a bit of a double take here that in reality the skull works for the necromancer who has the tome and simply got dropped during the ensuing scuffle. The heroes were there initially to stop the necromancer, although they don't know that. Killed along with the necromancer's army it was just the skull's bad luck to wind up next to the very people who almost stopped his master and those are the one's he reanimated to get home. Of course he's lying simply because he can't help himself. He's an evil henchman. </p><p></p><p>So on to the dash of:</p><p></p><p>"get the maguffin"</p><p></p><p>The player's at this point might need a bit more motivation so the skull would promise them a means to returning to life is hidden away in the tome. This could be true or not. The skull again is hardly trust worthy. </p><p></p><p>But the skull can push the tome as the key back to mortality. This will really depend on how jaded your player's are. Mine would know that they couldn't trust the skull at all but still might hold out for the tome.</p><p></p><p>Newer player's could get suckered into this and then when they get the skull home only to find that the necromancer has no intention of giving them the tome and that he was the one who defeated them would be grand.</p></blockquote><p></p>
[QUOTE="conanb, post: 6049388, member: 17930"] If I were going to do an undead campaign I would do it first as a "who are we?" adventure followed with a "we need to stop X" with a dash of "get the maguffin". So what does that mean? "Who are we?" A good motivator for a campaign to start but one where all the player's have to be on board. If they are ok not knowing who their characters are at the start then you can do this. The players all 'awake' or come to life at the same time. They are at the seen of a horrific battle. Everyone around them dead as well. They'll need a guide at this point. I myself would do something like a talking skull. Sort of mouthy but needing their help. "Oh good your awake, I was wondering who around here would wake up." Have the skull be the one who woke them up using left over magical residue around since he needed to get back to his own work. Which leads into part two: "We need to stop X!" So the skull is a powerful relic of a now deceased necromancer. His master's rival killed his master and stole a rather powerful tome. He has no idea really of who the player's are no cares. They were the closest corpses so he reanimated them to help him get the tome back from his master's rival. You could do a bit of a double take here that in reality the skull works for the necromancer who has the tome and simply got dropped during the ensuing scuffle. The heroes were there initially to stop the necromancer, although they don't know that. Killed along with the necromancer's army it was just the skull's bad luck to wind up next to the very people who almost stopped his master and those are the one's he reanimated to get home. Of course he's lying simply because he can't help himself. He's an evil henchman. So on to the dash of: "get the maguffin" The player's at this point might need a bit more motivation so the skull would promise them a means to returning to life is hidden away in the tome. This could be true or not. The skull again is hardly trust worthy. But the skull can push the tome as the key back to mortality. This will really depend on how jaded your player's are. Mine would know that they couldn't trust the skull at all but still might hold out for the tome. Newer player's could get suckered into this and then when they get the skull home only to find that the necromancer has no intention of giving them the tome and that he was the one who defeated them would be grand. [/QUOTE]
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