Campaign Needs Criticism [Archive] - Wizards Community

Post/Author/DateTimePost
happycows

01-20-05, 10:05 AM
Daylight does not exist on the material plane. Only moon and starlight. The plants and animals are freaky. Civilization is usually connected by roads nothing more and some towns seem to get lost. All races have lowlight vision x2 those already with lowlight vision x2 have it at x3 instead. Upon Dusk something extraordinary happens in the sky making it a redish purplish. Upon Dawn something happens to the clouds making it redish purplish (this is for spellcasters to to retrieve their spells). Summoning spells are restricted from summoning beings from other planes. No extraplanar travel. Extraplanar communication however is allowed.

The setting is in a metropolise characters ranging from many commoners -> a single level 80 do their daily routines. My players begin at level 4 and have no memory of their past events. Awaken in a tavern all in the same room. One in the bed, one on the floor, and one in the closet. There's a knock on the door.

Plot: All Devils want them dead. The planes aren't connected to the material plane and all planar travel magic is currently blocked, except for the ethereal plane which overlaps. The purpose of this is because devils have won the eternal war with demons and have a massed an army so huge that good cannot defend an onslaught on the material plane as well as their own. So an epic wizard blocked the material plane from extraplanar travel to protect it. But either by fate or design the players are somehow connected.
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So far I need a reason for them not having any memory. I need someone to answer the door. I also need to figure out how exactly I can connect them to all this.
MarkB

01-20-05, 10:40 AM
You could do a bit of a "Buffy season 5" with this - the Epic wizard who sealed the Prime Material Plane had to leave a key that would allow the barrier to be unlocked at some future time, once the danger has passed or when enough forces have been gathered to face it. So he split the key into three parts, hiding each one within the essence of a living being. These beings are the players (or their ancestors if the planar-locking occurred long ago), and the devils' agents can only retrieve the key when all of them are dead. They thought they'd found another way - some massive spell which was supposed to forcibly draw the key out of its bearers from long range - but it wasn't powerful enough, and simply destroyed their memories instead.

The person at the door is a scholar or monk who knows the players' true nature. He'd gathered them together and just finished telling them of their true nature and the special thing they have to do to escape the devils' minions forever, and how they can combine their powers to allow limited planar travel for themselves without destroying the seal, and had just popped out for a round of drinks before their memories were erased (not deliberate on the bad guys' part, just really nasty timing). He returns and is horrified to learn that they no longer remember anything of themselves or what he told them. He's only just begun going over it all again, when he's killed by an assassin who's been sent after the PCs.
happycows

01-20-05, 06:51 PM
I figure no one answers. Leave it at a mystery they can choose to uncover. If they ask the Dwarf innkeeper how they got there the dwarf will immediately ask them for the gold coin for staying in his lavishly nice inn. The dwarf will also respond if they tell him about their memory loss. Dwarf will point to a level 10 wizard to talk to. Then the wizard will cast a few things touch their heads and then be confused and point them out to a cleric of kord who is "wise" but shrewed. He'll have no real answers for them but will tell them that practical wisdom says that whoever did it didn't want them to be dead and that knowing whatever you knew could somehow be dangerous to yourselves.