What if the wearer was so inextricably intertwined with the necklace that if the two were separated, the person would get sick and eventually die? And for that matter, what would happen to the necklaces of people who die? Could lead to some interesting complications for grave robbers. And if like Strolen says, the necklaces reveal the desinty of the wearer, then the ruler will certainly not be pleased if some minor noble (or worse yet, a commoner!) is destined to become the next ruler. So many possibilities... Go to Comment
How had I missed this one? I like it a great deal. It is LifeClocks from Logan's Run plus magical destiny elements. This has so many story and game uses that I am suprised this concept is not more prevolent. Go to Comment
Nice plot idea reminiscent of Philip K Dick's "A Scanner Darkly".
It would make an ideal start to a campaign but I can see it could be tricky to pull off in an already ongoing game.
To make the latter work, have the 'Nicco' character wake up one morning murder weapon in his possession (preferably in his hand) with the entire neighbourhood abuzz with the news of the horrfic murders nearby. He has no recollection of anything happening in the night naturally. To make it even more interesting, make it the character that is the most disliked in the party.
And of course the murdered family were all friends to the PCs, perhaps a recurring helpful NPC from the past to make it more personal for everyone.
This way the characters will have a good incentive to investigate the crime, the 'Nicco' character will have enough incentive to hide his role from the others until he has figured out what has happened and you can have further complications to add to your campaign: perhaps Nicco has been framed, perhaps Nicco's weapon is cursed and similar crimes will happen in the future, perhaps Nicco has been geased or otherwise coerced without his knowledge. Then you have other ends to throw in, like if Nicco isn't behind it, who is...? Go to Comment
I think I would use this as a first adventure type thing. Pick one of my players that I can trust to pull it off, and give him the history of Nicco and let him play the part. Moral dilemma of telling his friends (in character and out of character), keeping it from them, lie, throw them off the trail, hide some evidence.
Everybody will know something is going on, or do they, but will they figure it out? A good one where any conversations about the game would be in characters since "Nicco" has to keep up his story and the others don't have a clue to what is going on exactly. Sounds like a lot of fun. Go to Comment
I realy like the idea and all, however, I am afraid it is next to impossible to create the situation for this event to occur.
Even though there is a lot of players who like to stick around a certain city or point in a campaign world, many also like to travel. If I look at the characters I like to play, they would never make good guardspeople, not even special brigade guardspeople.
Also I feel that you put the PC who is playing Nicco in a impossible situation. He either gets hanged for killing the people or he gets hanged for not finding the killer... (or he can flee the city)
Personaly I would set this up with Nicco being a NPC, that way, I would be much easier to pull of I feel. Go to Comment
If your characters want to move around, then this is a fine story to begin with...assuming they don't give up their man or accuse an innocent, they will most likely sneak away. This could lead to a good fugitive background to link them together.
Or, just have the man get them fired. Then they are free to seek employment that will take them out of the city. Go to Comment
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).