1001 interesting ways to introduse the party [Archive] - Wizards Community

Post/Author/DateTimePost
Bone_Yard

01-03-08, 08:54 PM
Ah yes another 1001 thread. The point to this one is give ideas for how to introduce the party to each other. Or plot hooks that bring the party together.



So lets see what the brain trust got...
Mr_Crepsley

01-03-08, 08:59 PM
1. (I came up with this all by myself, and its ingenius.) Ok, so you're all sitting in a pub right... :D
Mock26

01-03-08, 09:00 PM
2. You are all aprrentices to an adventuring group and have just finished 3 years of training. You also owe your sponsor group a grand sum of 10,000 gp to cover the costs of training, housing, and feeding all of you. You have 3 years in which to pay. But, before you're allowed off on your own you have to go and scout out the ruins of the ancient tower that is located 20 miles outside of town, draw a map of the dungeon, and report back to your sponsor group. Rest assured that it is a "routine" adventure and "nothing" can possibly go wrong.

(3. You're all standing in line filling out forms and the local Adventurers Union Hall when Mr Crepsley walks in and steals the number 1 slot out from under you! He turns, taunts you, steals all your glory of being 1st to post. You can now all track him down and steal back your glory.

This #3 is a JOKE!)
Agahi_Renem

01-03-08, 09:25 PM
#3/4

You are all passangers/crew of an airship, which is now under attack by ninja sky pirates. (actually used for my last campaign, though not so blatently)
LeeAlucard

01-03-08, 09:25 PM
4) The players have grown up together in a small village, and the town council has asked them together to accomplish a task, in accordance with local law.

(Man, now that it's written down, it really doesn't sound very sensible, but the players thought it was a good idea when I said it in the campaign. How did I word it...? Hmm...)
Mr_Crepsley

01-03-08, 09:32 PM
Oh my god ninjas AND pirates IN ONE! Thats like awesomness wrapped in a crunchy layer chuck norris shell.

5) This one, while not terribly clever, is one I like. you are young sorceror elf travels the world while training on his own, and meets an old friend of his master who has taken a young, scrawny boy under his wing after his father was killed in a war. The boy swears that someday he will be big and strong like his father. 30 years later, by chance you meet again. Pretty soon he's the barbarian smashing skulls while you hide behind him nuking your enemies with spells.

(PS. Thanks for warning me in advance, Mock, now I'll have time to set traps and all that good stuff! >=])
danielinthewolvesden

01-03-08, 09:37 PM
Now, NOW is the time to do that "you are all captured, stripped of your gear, etc" scenario. Perfect campaign starter. Cruddy thing to do to an established group.
saeyoung0102

01-03-08, 09:48 PM
I read this from somehwere else... the PCs find themselves locked in a room of somekind and they have no possessions on them.(They have been stripped off their possessions) They don't remember their past and they have to work together to get out of the situation.:D
Agent_Orange

01-04-08, 02:55 AM
The PCs meet in the hold of a slavers ship. They must work together to defeat their captors, escape, and find their way back home.
lifeblender

01-04-08, 03:25 AM
Enough "We're all here for identical reasons" nonsense. That does not cause party cohesion as much as immediate pairings. Loyalty is better learned as play progresses, and doesn't work all that well when it's assumed.

8) A temple needs to be re-opened after warfare forced it to be abandoned. Scouts sent by the temple reported monsters. A clergy member hires one PC (the party face), telling them to assemble a group to check it out, specifically mentioning that certain roles will be needed. They hire other PCs (spellcasters first), some of whom may have in turn already contracted with further PCs as bodyguards (fighter-types).

2 year campaign out of that setup. Eberron.

9) A young wizard awakes in his village to find it under attack by [insert low-level horde creature here, zombies, goblins, whatever]. They enter the fray, crying out for their family members. A ranger/druid/cleric/whatever that had been tracking the horde notices their spellcasting, and rallies to them in an attempt to drive them off. Further PCs can be added as rescued prisoners or slaves, childhood friends or loves who fled the village and return after the fighting is over, and staff or family in local noble houses who seek to stop the horde's destruction.

A classic.

10) A lone PC seeks vengeance or understanding. Their quest leads them somewhere other PCs are engaged in conflict. The quest and the conflict are related and neither is what they seem. The PCs need the help of the quester, who in turn learns more about their goal. Other sidequests are needed for the other PCs.

Also a classic, and better with <= 3 PCs.

11) Someone is killing nobles in a major town. This is getting everyone's attention. Tell the players that they have to make a character who takes notice, for one reason or another. An investigator, PC or NPC, starts asking questions, and their questions lead the PCs into understanding their hunches and clues. The PCs follow these clues (and the DM should have made sure the characters would care enough), and arrive in pairs or groups at various places, witnessing distressing events such as monster attacks, disappearances, ghosts, whatever, play it up. Eventually, the PCs become organized through their mutual contacts and team up to investigate to protect each of their interests.

Works well with players who like PCs invested in their environment or niche.

12) The great big treasure of a long dead so-and-so is discovered, or at least its burial location. PCs are hired or volunteer as treasure hunters. Perhaps there are rival treasure hunters, or greedy PCs. Anyone who gets home alive wins.

So classic as to be cliche. Works with competitive powergamers as long as everyone is in on the fun, and there's a lot of "What will happen next?" wonder even for those on the sidelines. Make sure combat is short, and suspense is paramount.
Inil

01-04-08, 07:35 AM
13) A village is about to be raided by bandits, so they send people into the nearest town to recruit adventurers to help them defend themselves. The adventurers dont necessarily know each other, but they are all recruited to help defend the village

(no cookies for the Seven Samurai reference...)
animerpgguy

01-04-08, 09:07 AM
14) In my most recent campaign all PCs were captured seperately and sold to become arena slaves. They needed to work together to survive battles and escape.
kelvinaw273

01-04-08, 11:45 AM
15. The characters are traveling by {insert vehicle here} from X to Y, when very bad whether strikes. They have to abandon {vehicle} and take to the {insert escape device here} and end up in {insert location here}.

16. Following the declaration of peace, you are all demobed from the army, and some of you decide to turn to adventuring as a career ...
Orchomenos

01-04-08, 01:40 PM
(3. You're all standing in line filling out forms and the local Adventurers Union Hall when Mr Crepsley walks in and steals the number 1 slot out from under you! He turns, taunts you, steals all your glory of being 1st to post. You can now all track him down and steal back your glory.

This #3 is a JOKE!)
A Joke? I found it interesting... Well, perhaps not the best way to gather a whole party together, but might be a good reason to have two competiting PCs stick together, for example a dwarf and an elf, or a pirate and a ninja...

15. The characters are traveling by {insert vehicle here} from X to Y, when very bad whether strikes. They have to abandon {vehicle} and take to the {insert escape device here} and end up in {insert location here}.
As a twist, have half the characters traveling from Y to X, and perhaps another character traveling a completely different direction, but finding himself stuck in the same {insert escape device here}.

17. Some PCs find themselves in jail. A corrupted guard tells them they have to do a specific job and get their freedom, or spend a very long time in jail. The job should be exploring a remote location or escort a ship, something the PC won't easily leave. Some other PCs might be some guard to watch them or low-ranking official dealing with the details.
RabidPirateMan

01-04-08, 02:00 PM
18. You had to escape your original home town, a small community, with the rest of your militia partners due to a long and complicated incident involving a pie eating contest, too much ale, a broken bench and a wise-cracking gnome who didn't know the half-orc barbarian spoke common.
danielinthewolvesden

01-04-08, 02:09 PM
Enough "We're all here for identical reasons" nonsense. That does not cause party cohesion as much as immediate pairings. Loyalty is better learned as play progresses, and doesn't work all that well when it's assumed.

Nonsense? It's an excellent way to start and bring together a party of newbies or folks whoi have not played together a lot. And, it is a good way for the DM to get that scenario out of his system.
cbot-the-contrarian

01-04-08, 02:19 PM
One of the best any of my DM's ever used was this:

The party begins as a group of strangers that are all heading to the nearby large city for the upcoming weekly festival. With the group is an older man and his 2 dogs who befriends them along the way...and dies the next morning in his sleep. What do you do with his gear? His dogs? His body?

I enjoyed that one.

I ran a game that started with the characters all in jail for different "misunderstandings".
ReaderOfPosts

01-04-08, 06:21 PM
19) Have an NPC show up and steal from all of the characters. Then, when by coincidence the players are all together, have one of them recognize the thief. Have them trap him in a dead end. When they're all together trying to get their goods, spring the adventure hook.

20) An Old hag runs up to you trying to herd you all together. "DOOMED!" she yells at all of you. "You must all stay by each others side or you shall be DOOMED... DOOMED! I say." After they adventure for a while, have them return to town, where they see another group of random people be herded together by the same old hag. "DOOMED!" she yells at all of you. "You must all stay by each others side or you shall be DOOMED... DOOMED! I say." Have a shopkeeper mention to a member of the party "She does this nearly twice a week. Stark-Mad she is!"
Zyfax

01-05-08, 07:43 AM
21)
You all find yourselves in a lonely little bar on the coastline.
In through the door walks about a dozen thugs, destruction in their eyes. one of them boldly shouts a challenge.

[Violent fight ensues]

During the fight you start to feel dizzy, and collapse into sleep.

After an undetermined number of hours, you awake....Pressganged into military service... twenty miles off the coast! *Mwahaha*

That was actually a good way to get the party together ^^
Zephania

01-05-08, 02:02 PM
22(i think...) "Roll for initiative."
Actually used this one. The best way to make people work together, and get a good sense of each other. Plus, what player wouldn't like going straight to battle?
TheViolinist

01-05-08, 03:19 PM
#23: A four PC campaign with one leading NPC were the five Vermilion Brethren living in a mansion. To of them have left the house due to different reasons, but have been summoned by the eldest brother (NPC) and they both arrive th the mansion, where the eldest brother explains something he need help with.

The start of a campaign I started last summer, and its still rolling;)

#24: Player "1" wakes up. Everything is dark. After a while he hears noises around him as the other players wake up. No-one remembers anything of their background.They are trapped in a dungeon which has been used as a test area for medical experiments, which are atm trying to escape. Add a lot of yucky liquids, and monsters (medical experiments) inside capsules and you've got a recent horror-campaign I had.

#25: "Roll initiative... Two of the players are fighting side by side in the forest, the other players arrive from the forest into the fighting area and aids the other players." The country's king is dead, and the 100 clans which now rule the land needs a new front figure. To avoid any bloodshed the clans have sent out their best [insert amount of players] men to fight in a tournament where the winning team's clan leader will be king.
Bloodcircle

01-05-08, 04:14 PM
#26 - You all wake up in a dark alley with no Weapons, Armor or other belongings. You have no idea where you are at and no memory of how you got there or who the naked person next to you is........
Orzhvo_Patriach

01-06-08, 06:29 PM
#27 you wake up in an inn dead, roll a new character.

#28 The PCs are all orphans and/or run aways taken in by a streetwise halfling in a city with a corrupt government. After he has been arrested the PC have 1 month to get a large amount of money for his bail or he'll be hanged.
hoodGamer

01-06-08, 11:07 PM
#29 all pcs wake up in a inn with a tattoo on there forearms. the tattoo can not be covered or removed. what does it mean?

#30 pcs are the only ones who show up at a funeral for a well liked sage. who killed him and why does no one care?
TheViolinist

01-07-08, 09:45 AM
#31: All players wake up in a grim looking chapel. They are lying inside coffins with their name on it. Inside the chapel stands several devils/demons. They were all forced to take suicide, which lead to them coming to hell. They have to travel through all nine hells, and do something to come back to life again... Haven thought it through yet:P but you get the picture.
Kaeam

01-07-08, 10:31 AM
#32: The PCs are all part of the same adventurer's guild, but don't necessary know each other yet. Something needs to be done and the guild picks them as the team for this job.
Loftower

01-07-08, 12:58 PM
#33 You are all from the same oppressive society. The rule of law here is arbitrary and draconian, and enforced by very powerful undead creatures. It is illegal to leave the country. You have all just overheard a loudmouthed sewer worker complaining about a large hole in the sewer wall. Creatures from outside the country came through the hole and attacked his team. (Now the adventurers band together the escape through the sewers.)

#34 You have, for various reasons, arrived in this little backwater horse-trading town. The local authority rules only because the empire allows it. Many of the local people and virtually all of the local tribesmen are in a state of rebellion. The empire has sent crack troops to crush the rebellion. The local puppet ruler just began offering a bounty on wolf pelts to make life easier on the horse-rearing tribesmen. The senior NCO for the imperial troops doesn’t like “adventurers” of any sort, and has made it clear that he will get you arrested (and probably executed) at his earliest convenience. Depending on the characters’ backgrounds they got varying information on the factions. One was a spy for a foreign government; one was an imperial; one was AWOL from the imperial legion; one had a discharge from the legions; another was an escaped slave in hiding; a few were local tribesman; and so forth.

#35 [more generic] Give each character a different plot hook, based on the character history, which all point to the same logical first step. The group then has a good reason to begin by helping each other, but not necessarily any reason to trust or like one another.
Sergikins

01-07-08, 01:12 PM
36. A PC (or two PCs that have related back-stories) is traveling on the road to a remote location. ALong the way, he/she/they find an unconscious, but breathing man/women/monster (2nd or 3rd PC) on the road, with healing potions in their packs. This PC was attacked a day or two ago on the road by bandits, but stabilized. However, the bandits stole something important from the PC, and the tracks are extremely easy to follow (DC 10 Survival) or harder if there is a ranger. Following the tracks for an hour leads them to a small camp of bandits in the woods, with prisoners (rest of the party). the bandits should be an easy encounter. Try to make one escape.
Mr_Crepsley

01-07-08, 04:01 PM
37. The players are all sent to seek out a man and teach him how to spell 'introduce'. :evillaugh
Khan2000

01-07-08, 05:28 PM
38) The party starts off in a room with a highly inquisitive ancient green dragon. Needless to say, they are also weaponless, equipmentless, etc....except they do have the clothes on their backs.
ToastedAmphibian

01-07-08, 11:17 PM
39) Two hundred years ago, and 300 miles to the north, their was a mountain stronghold inhabited by humans and dwarves alike. After a series of tragic and bloody events (Which im leaving out for brevity) and handfull of survivors, consisting of a young adult dwarf, a female dwarven infant, and a couple of human familys, found a new city to the south. One of you is the child of the dwarven couple. The rest of you call Mr. Dwarf your great great great great grand step uncle, as you are all descended from the human family that adopted his tradjecly dead wife, after rescuing her from the destruction of the clan hold. Being the only being old enough to rember the times before the fall, and feeling his own mortality quickly aproaching, he has gathered together his distant relatives to pass on what knowledge he may before joining his wife and family in the afterlife. Okay, heres your joint family tree if your intrested. Oh ya, the city started getting attacked by zombies yesterday, and Mr. Dwarf has been bed ridden for about a month. Have Fun!
anshar

01-08-08, 12:00 AM
40)
Roll initiative! You're in the climactic battle against the wizard and his assorted minions. The DM of course has set up the map so that there is a convienient door near the wizard through which he can escape. As the battle wages on and the PCs begin to win he dashes through the door and there is an obvious flash from behind the door. If the PCs follow through the door, they find only a magical portal. If they go through the portal, they are transported to (insert beginning location of your adventure here).

I'm planning to use this one on my players and send them to a frozen wasteland to start them off. What can I say, I've always wanted to use Frostburn. LOL!
twad

01-08-08, 12:49 AM
#29 all pcs wake up in a inn with a tattoo on there forearms. the tattoo can not be covered or removed. what does it mean?
?

about 29, had a bunch of friends tell me about a game where the party glue was this.. and the reason was that "celestials" were experimenting about the effects of "fake" prophecies.. by marking babies with (useless) magical tatoos and then coming to their parents andtelling them about "they are destined to become great heroes or blahblasavetheworldhblah"..
And i guess that the experiment was a sucess. Tatooed babies turned into PCs. A very clever Dm they had... because the players never knew about it until very far into the game (5-6 real-time months)
Orchomenos

01-08-08, 08:56 AM
about 29, had a bunch of friends tell me about a game where the party glue was this.. and the reason was that "celestials" were experimenting about the effects of "fake" prophecies.. by marking babies with (useless) magical tatoos and then coming to their parents andtelling them about "they are destined to become great heroes or blahblasavetheworldhblah"..
And i guess that the experiment was a sucess. Tatooed babies turned into PCs. A very clever Dm they had... because the players never knew about it until very far into the game (5-6 real-time months)

Hey, what if this experiment is lead by a crew of fallen celestials, in order to spawn more good in the material world and regain their celestial nature? :P
Xart

01-09-08, 01:36 AM
41 You're all in the desert naked........ Two days earlier and blah blah blah HEHE
danielinthewolvesden

01-09-08, 11:12 PM
42. You inherit a castle, you are all cousins. It's haunted.

43. You are cohorts/hirelings (this calls for a low point buy and maybe even NPC classes at level one). Your bosses go down into the dungeon, but nothing comes back but a set of smoking boots. They have some interesting gear on the mounts and mules.... In other words, just the opposite of all the "you wake up naked" scenarios here- you start with low-powered but very well equipted party.
Splint-mail+1, Halberd+1, Silver arrows, a back-up MW comp LB of str, a towershield+1. a few weird wands with a few charges left, some potions....
Mr_Seth

01-15-08, 11:47 AM
44. "Okay, does everyone have their character sheet? Good, good. Imagine, if you will, a lush, silent forest vista. The birds are singing, the sun just peeking over the tops of the vast trees, and the world is stirring quietly. And all that vista is rushing by at an insane rate as you run, full speed, away from a horde of some one hundred thousand stampeding, psychotic squirrels."

Evil/psycho/rabid squirrels are a sort of a running gag in my campaigns.
mtbOgre

01-15-08, 01:09 PM
44. "Okay, does everyone have their character sheet? Good, good. Imagine, if you will, a lush, silent forest vista. The birds are singing, the sun just peeking over the tops of the vast trees, and the world is stirring quietly. And all that vista is rushing by at an insane rate as you run, full speed, away from a horde of some one hundred thousand stampeding, psychotic squirrels."

Evil/psycho/rabid squirrels are a sort of a running gag in my campaigns.

By far the best one yet though #37 was pretty good, I'm still trying to figure out how to escape bad whether, anyhow, it seems like we're at #44 and we've found 10 ways to wake up naked and one way to wake up with nothing but the clothes on your back. Personally the simplest is to say "You guys are all here (point to the map)",

#45 Tell Players "I'm going to go grab a beer and some chips then maybe a quick bio break, when I get back you guys let me know how you got there and why you are all together as a group."

Because when it all comes down to it players will have forgetten whatever elaborate introduction you've devised for them by the second session anyways. The PC-PC relationship is established during game play not during some DM cooked up intro.

#46 Tell Players when they are rolling up their characters they need to put 2 other characters in their character backstory.

Not my idea but a good one, players care much more about any backstory they create than whatever you cooked up. Let the players have the past you get to manipulate their future after all :)
Bone_Yard

01-15-08, 05:26 PM
47) The PC's wake up to see X number of dark villany looking people standing over them before they can scream each one drives a sword through their hearts. Now all the PC's are ghosts and their job is to haunt the people who killed them
Silver_Bulette

01-15-08, 05:43 PM
48.During the siege of a normally peaceful costal town, the raiders have trapped the party in the top floor of an armoury. The supplies have been nearly competely looted, and the raiders are smashing at the door with a portable ram. The door splinters in a cloud of smoke (smokestick, y'all!), and the party gets ready to engage!
mtbOgre

01-15-08, 06:47 PM
48.During the siege of a normally peaceful costal town, the raiders have trapped the party in the top floor of an armoury. The supplies have been nearly competely looted, and the raiders are smashing at the door with a portable ram. The door splinters in a cloud of smoke (smokestick, y'all!), and the party gets ready to engage!

I thought it was required for this sort of scenario that the party members be unarmed and naked? Isn't there a rule?
BlitzKrieg242

01-15-08, 10:52 PM
... players care much more about any backstory they create than whatever you cooked up. Let the players have the past you get to manipulate their future after all :)

#49. Before the first session e-mail your players with a brief introduction to the world they will be starting in and allow them to submit a back story that ties them to the area and possibly to the others. Share the character ideas among your players so they can choose to be pre-affiliated with each other or not.
Then intro them as they request...
Most work done for you and you SHOULD get a few adventure ideas to tie up Character story lines as well.
Anuvrix

01-16-08, 02:32 PM
#50 You are all walking back towards the village, and wave at some of the people you can see at the edge. You're so glad that every one you know is here for the summer festival. *massive cone of fire annihilates the village before their eyes*. What now?
jera

01-16-08, 03:24 PM
51. During the harvest festival a group of were-rats attack the city and the PC's are all affected with lycanthrope and first search for wolfsbane to hold off on the effects while looking for a permanent cure.

Lycanthrope is very bad in my campaign, after the firstfull moon the person affected with it is permanetly transformed into said animal, in this case a rat.

Wolfsbane allows the person to stay in their original form for another moon cycle.

Were-smite is the potion that permanetly removes lycanthrope with no adverse effects.

52. (to a group of 4 kenders) Okay your walking along and all the sudden a completly naked human male falls out of the sky and lands right in front of you. He stands up and calmly asks the way to brandywine(sp?) lane.
E. Ravenwood

01-16-08, 06:34 PM
Okay, here's a few I try to use, but believe me, number 54 is a pain to pull off correctly.


53. The PC's are all witness to a crime in a public venue. They are taken into questioning where a devious magistrate or sheriff tells them that they will be taking the fall for the crime and will be hanged by first light. The PC's must escape their cells rellying on the skills and powers of each other (turned into a campaign for me!)

54. The PC's all wake up around a table with a empty plates and goblets in front of them and an invetation in each PC's pocket asking them to join the Baron Von Dietrich for dinner in his manor. The PC's have been drugged and cannot remember more than a few minutes ago. baron Von Detriech is a Vampire who has just lead the band of PC's up to his funhouse full of death falls and traps from the http://forums.gleemax.com/showthread.php?t=674705&page=66 1001 Clever Traps thread.
The Idea is that your PC's are an experienced band of adventurers and have been adventuring with each other for a while, they just can't remember. They each have flashbacks and will occassionally do something they thought they could not do but can because it is in the class' skill (like cast a spell on accident (sorcerer) pick a lock faster than he thought he could (rogue) Knock the snot out of someone (fighter, barbarian, etc)

The point is that the DM has all the information while the PC's don't, so you must maintain enough for them to stay interested and have very good organization skills. It is a very fun way to run things if you can pull it off.
I have faith, go forth and party!
Silver_Bulette

01-16-08, 09:32 PM
I thought it was required for this sort of scenario that the party members be unarmed and naked? Isn't there a rule?

This is a PG-rated campaign. There will be no nudity in this scenario.
E. Ravenwood

01-16-08, 11:02 PM
This is a PG-rated campaign. There will be no nudity in this scenario.

Seconded!
fodigg

01-30-08, 11:08 AM
55. You're all hired guards for a caravan that gets attacked.

56. All PCs are in the same village when they suddenly collapse and witness a horrible vision of the future. They awake in the local temple being cared for by the town priest, who, should any PCs share what they saw, would recognize enough landmarks to start them on a quest.

57. All PCs have just gotten out of prison. (Not escaped, been released after serving various long terms.) They're all pretty broke and have nowhere to go, except an NPC (also just released) says he knows a guy who can give them a place to crash and some work.

58. The PCs are all in a large city when a wall of deadly fog suddenly blocks all exit from the city. The whole city is trapped and food supply is limited. The PCs must survive as the city erupts into violence and escape or end the magical siege.

59. All PCs are in a crowd watching some form of entertainment (theater, music, strippers) when everyone in the crowd is suddenly entranced. The performers quickly hop off the stage and begin looting everything of value from those in the crowd and slitting throats. The PCs are still in control of themselves.

60. All PCs are established residents in a town. They all have a home and a profession housed in a building. They all know each other well enough to know what they all do for a living, but none of them are very close. One night an explosion destroys the mage's tower, the central defense of this decently sized village, and hurls fiery debries across the town, starting a fire that burns out of control. The PCs fight/survive the fire and discover fragments of a marble scarab statue that seeps magic so that even the untrained can feel their arms tingle as they touch it. Their destroyed homes and shops are no longer a hold on them. A "sister tower" exists a three days ride away, where perhaps they might get some answers regarding the magical item and the destruction of their town.

61. A plague has sprung up that cannot be cured by usual means, even by clerical healing. Each PC is infected, but don't die. They are all shoved out of the city and into the wild. There is a larger temple a days ride upriver, but arriving at the temple finds the priests slaughtered and the river poisoned.
M-bark

01-30-08, 12:02 PM
62.) A child gets thrown out of a temple, straight in front of several passers-by, including the PCs. The child claims that s/he is a deity imprisoned in mortal form by another deity. The deity the child claims to be is one that at least one of the characters worships (preferably a non-divine spellcaster), or at least related to a deity they worship ("I am the son of Heironeous!" "Eh, you're a girl!" "Gah! That foul Hextor, he genderswapped me!"). At least one of the PCs believe the child and gets some others to go with him/her to release the deity from his/her mortal form.
SCOUT1IDF

03-21-08, 08:18 PM
63.) You and your horse are teleporting home when something goes wrong. You end up on top of an evil wizard killing him. You steal his gem covered magical red shoes and get attacked by a hoard of gnomes. They chase you down a green road till they are stopped and turned away by a good looking paladin. She tells you to seek the king at his castle at the end of the green road. He will reward you for the return of his favorite red shoes. Along the way, you are joined be three other people that say that they have business with the king as well.

:looloo: :king:
Mr_Seth

03-21-08, 09:20 PM
64) Combination character generation method and intro...

"You guys remember that day, back when you were kids?"

A pause.

"Sure you do. The caravan had set up on the edge of town, a travelling show. Things were dead dull when you were growing up, so you were chomping at the entirely proverbial bit to go."

Another pause.

"Starting to remember?"

Hopefully, the players will have started to catch on here. Let them put in bits of what their characters, as kids, were doing then.

"Remember the fortune teller?" A pause. "He wasn't exactly the aged hag that was the stereotype, but... when he pulled out that deck... he seemed to see things about you that no one else knew..."

At that point, pull out the Three-Dragon Ante deck.

Dragon #346 had rules for Three-Dragon Readings, a card-based form of character generation that combined point-based generation with pleasant randomness. Do a "reading" for all characters, while playing the part of the fortuneteller. Then flash forward to present day...
Pinch

03-22-08, 09:16 PM
65) The PCs are each elite soldiers/mercs/whatever on different sides of a conflict. Allow them to freely choose which side to belong to, and then use NPCs to even out each team. Then, have them face each other in battle, but before they can engage each other some other force or power intervenes and causes a massive catastrophe, leaving the PCs the only survivors. Trapped underground or in a strange land, they must now rely on each other to survive.

66) Have a villain NPC attack or otherwise wrong each PC individually, and allow them to come together to fight their mutual enemy.

67) The PCs begin the campaign petrified as statues, and are then suddenly freed by an NPC wizard; he expects a service in exchange for his generousity. The PCs have no memory of who or what turned them to stone, or who each other are.