Monday, February 11, 2013

Adventure Starters- The Ornate Necklace


Adventure Starters begins with a hook to get your players involved and then offers four different directions to take the campaign. 

Time Period- Modern

The Hook:  A friend of the Players purchased an ornate necklace from an estate sale a few days prior.  The Players were with the Friend and remembered that he was rather anxious about the purchase.  He is not answering the phone or shown up at his place of employment.

The Alternate Life:  The Friend is not who he appears to be.   A whole other seedy side emerges that he owes a substantial amount to a local underworld figure or group.  He figures that the necklace is worth a large sum, but it is only high quality costume jewelry.  The size of the debt warrants a violent reaction thus the Friend has gone into hiding.  Can the group find a way to negate the debt and save their Friend?

The Portal:  The necklace when worn transports the person to another world.  A fantastical place where magic is commonplace and technology is at a pre-industrial level.  This place is, and has been for a very long time, under the strict control of a tyrannical ruler who proclaims himself to be god.  The people live under constant toil and oppression hoping for the fulfillment of a prophecy.  A Prophecy that a group of hero’s from a far away land would come, bring justice, and put an end to the tyrannical powers of this world.  Can the group live up to the people’s high hopes and divine calling?

The Curse:   The necklace contains a terrible secret.  Anyone wearing the necklace at night during the full moon is cursed, and changes into a terrible monster.  This monster will feel compelled to feed on the flesh of those he kills.  Having succumbed to its power, and unable to remove it, the Friend flees to a remote house in the woods; thinking that having no one around will equate with a low fatality rate.  Is there a way for the necklaces curse to be broken or are the Players going to be the Friends next victims.

The Cold War Leftover:  Inside of the necklace is a disguised compartment containing a roll of microfilm.  The film contains sensitive and incriminating evidence against the United States Government collected during the Cold War.  The Friend has gone missing and one of the Players will receive a package in the mail containing the film and a quickly scrawled note.   The Players need to decide what to do with the film before they end up like their Friend. 

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