campaign starters and motivators [Archive] - Wizards Community

Post/Author/DateTimePost
Drausktanchache

08-03-05, 05:34 AM
this i have posted to give people ideas for story starters or motivators

1. A foriegn poison that is only cureable by a vast means, and only the assailent has a vial of it...

-such as brainblock poison

-1 wisdom point drain every 48-72 hours (50/50 chance)
-1 intelligence drain every 24 hours until it is down to 1
-it causes sever pain in the nervous system, until death
-save 3 successful in a row DC:45
-only cured by mixing a red dragon horn, black dragon egg, and green dragon claw in the skull of a chimera's dragon head during the bloodmoon

2. an assassin attack (failed or successful) on a political person or the pcs

3. a mysterious change in behavior of a king or lord, with a mage behind all of it...or a mindflayer....

4. the mysterious death of someone, such as an anciet curse, revived because of a stolen artifact

these are just a few of them, i have more so just contact me...
Drausktanchache

08-03-05, 02:45 PM
if i'm missing anything here fell free to notify me of my poor thought process and correct me...and tell me what you think what works and what doesn't...
OmiKapSi

08-06-05, 03:47 PM
It's not clear whether you are posting these for others to use or looking for feedback on them.

Either way;


1. A foriegn poison that is only cureable by a vast means, and only the assailent has a vial of it...

-such as brainblock poison

-1 wisdom point drain every 48-72 hours (50/50 chance)
-1 intelligence drain every 24 hours until it is down to 1
-it causes sever pain in the nervous system, until death
-save 3 successful in a row DC:45
-only cured by mixing a red dragon horn, black dragon egg, and green dragon claw in the skull of a chimera's dragon head during the bloodmoon.
How does one die from this? Reducing mental statistics won't result in death, just incapacitating the subject of the poison.
How do characters find the cure? And if the poison is eventually lethal, it'd better take a long time to kill the subject, because otherwise whoever got hit by it is almost certainly going to die before the ingredients can be gathered and the cure concocted.
Overall, it might be a decent hook fore very advanced adventurers.


2. an assassin attack (failed or successful) on a political person or the pcs

3. a mysterious change in behavior of a king or lord, with a mage behind all of it...or a mindflayer....

4. the mysterious death of someone, such as an anciet curse, revived because of a stolen artifact


No offense, but these have been done many many times in various forms. Heck, number three dates all the way back to the lord of the rings, with Grima Wormtongue and Theoden.
They are all decent plot hooks, the fact that they've been used so much testifies to this fact, but they won't draw a lot of attention in of themselves.

When composing a plot hook, I generally look to the player characters for inspiration. Between their interests and abilities and whatever setting they are currently in, I'm generally able to come up with something. This keeps my adventures varied and relevant, with minimal cliches. Although I also quite enjoy using cliches with unexpected twists.
For example, for number three, suppose the lord was susceptible to a sort of inherited madness, and a mind flayer was coerced into controlling him telepathically (through use of suggestion). This mind flayer was basically expected to keep the court running smoothly long enough for the kings heir to become of age and take the throne. However, a corrupt official who wants the rule disrupted (and suspects the motive behind the kings behavior, if not the method) hires the adventurers to find out what's going on.
Could lead to some interesting power struggles, between the individuals controlling the mind flayer (good aligned), the mind flayer (lawful evil) and the corrupt noble (chaotic neutral). And the adventuring party caught between.