I will give it a 4 since it takes the the PC amnesia to whole other level. Never thought of taking it that far, and somebody with that kind of power.....could be a campaign of constantly being mind-wiped forcing a new genre of protection magic and items. Go to Comment
I am with the cap'n It does sem to be missing something. Maybe the character has dreams or flashbacks and the others in the community now look up to that person to try and understand this plot could have potential twists in it such as the Main character trying to find out what has trespassed and why only he can remember snatches of what happend may even end in the fact that He himself caused the amnesia if he were the "powerful magic" and something had gone wrong in his final spell. Perhaps that is why he is the only one that remembers anything, because the magic was his own. As for the dead disapearing that is a little morbid, however maybe they were part of teh reason the spell was cast? Just a few suggestions take them as you see their worth. Go to Comment
The best thing I thought about was that from the point of view of the people who were in the group last year, they really DON'T know who the new players are, nor do they know what happened to the PCs of the people that left - good role playing opportunity. Go to Comment
I agree with Adel and CP here. Something is missing, but Adel hit a few good ideas to make it more interesting to me. I like this idea if it was detailed out a littl more. I realize the players know nothing, but a hint at what this evil was would be helpful in determining how best to use it. Granted I could alter it personally, but I require more info. Go to Comment
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.