werk said:
I've never liked the missing memory intro. I mean, if you can't remember what your name is, how can you remember what languages you speak, or how to move silently, or cast spells, etc? Seems like you remember everything except your background and personality, which is too much a stretch I think.
It just never worked for me.
I think I worked a fun way to work with this, actually. I told the players not to spend their skill points unless they wanted to. Whenever they encounter a situation that requires a skill, they are free to say something like, "This seems familiar. I think I can read this language. Yes, this is Omnus, whatever that is," and then spend the skill points or bonus language to know Omnus. If they choose not to, that's fine too. Any skill points still left over do have to be spent when their memory is recovered.
So, here's my plot up to this point.
There is a sorceress-queen (could be something else) somewhere in the world, a place distant from the areas the players are familiar with from previous games. I'm kinda thinking of the witch from Narnia. There is a prophecy about six strangers (the group is six characters) who will someday defeat her. She has killed a great many strangers over several hundred years. When her advisor tells her that the fortunes predict that these strangers, meaning the PCs, have about a 35% chance to be the ones to defeat her, that is too high a chance for her. But, she also wearies of killing (or maybe unable to for some reason?). So she has them sent to the prison colony. This is an island where everyone loses their memory (meaning identity but not skills) every night. Picture the island as a pacman shape. In the center is a mountain wherein there is a cave complex. On the "other" side of the mountain from the prisoners is a harbor. Ships come in and go out, ferrying prisoners and supplies. When the ships are out to sea, they can activate a teleport device that takes within a few miles of several predetermined harbors, one of which is the queen's country. Maybe this uses a lot of energy somehow, so it isn't extremely abusable?
Inside the cave complex, there are pottery jars with what appears to be colorful mold. This is each prisoners identity. On every prisoners forehead is an arcane mark that corresponds to a jar in a great hall. Many of the jars are broken or contain only black dust. These are from long-dead prisoners. New jars on the other end are shiny and contain nothing. There is some sort of large receptacle that contains unimprinted mold and some procedure for using to split the identity from the person. Obvious question, why go to this much trouble? What kind of prisoners require this? Or, maybe, the queen or somebody else gets some kind of benefit from the jars?
I had two possible ways for the group to get into the mountain. One was if they see a clue scarred onto the back of the old guys hand. He says that maybe it's his name, but its unusual, like GWLYDF. If they write it down or remember it, it's the key in past a secret door. Another way may be to feign or cause an illness or death.
By the way, the group is six first level characters. They are an elf bard, a dwarf cleric, an elf ranger, a dwarf rogue, a human fighter and a human wizard. This is meant to be a long-term campaign up to (hopefully) twelfth level or possibly even longer.