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.
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