Death Maze Campaign Ideas


Advice


I have designed a campaign that I was looking for advice for. Theres alot of writing, but I have recieved so many good ideas last time I posted my campaign idea that I was hoping it might happen again! If you make it to the end thanks so much!!!

Background:
I have a city that is controled by 9 guilds. The city formed when 3 extraplanar beings embodying balance came to the world and tried to help pull mortals out of the Dark Ages. They helped them to build a city that emulated what the gods built, pollitically speaking. The nine guilds match up with the nine alignments, each having their areas of concern when it comes ot governance and politics. An individual from each guild ran the city as part of a nine person council. To determine the leaders, teams would form, one person from each guild, to enter a competition that took place on a different plane. It was desgined to test the contestants and that changed every 5 years (matching the leangth of rule). The plane had nine different challenges, one designed for each guild. The team that completed the challenges the quickest was the winner.

Present Day:
People don't always want to cooperate and get along, so centuries later the teams are made up of only members of one guild trained in different areas. The winners for the last couple of decades have been the Odsaxians (LE, currupt, cruel) and they have been ruling in such a way that it is destroying the other guilds slowly through politically/financially means. A legitimate winning stredgy had become to kill everyone else in the Maze and be the last team remaining, hence the Death Maze nickname. The party is going in on behalf of the Sinope Guild (NG, peaceful, naturalists). There is something more sinister going on as one of the extraplanar beings has become corrupted and is throwing everything off balance.

Here are my ideas for the challenges along with some description for the guilds. I'm looking for feedback on the challenges or better ones. Thanks!

Task of Obedience (Kore Guild, LG, military, protection, loyality)
The key the party needs is right infront of them when the enter the room, but there are instructions telling them not to take it right away, followed with a set of pointless tasks/steps. If they just take the key they take damage of some kind, and the key disappears

Task of Healing (Sinope Guild, NG, herbalism, nature, forestry, farming)
There is a child that is sick and needs constant herbal cures. They child turns into the key when enough time has passed. Not to sure about this one though

Task of Impulse (Navari Guild, CG, experimentation, magic, alchemy, tinkering)
Known for doing their best work when they have no impulse control, this test is sucessful when the party doesn't think things through, not to sure on this though.

Task of Injunity (Kalyke Guild, LN, mutation, alchemy, augumentation)
Best known for their careful bio experimentation, this task involves a party member to take on a disfuguring body mutation (will have bonusus and negatives).

Task of Inner Fortitude (Dorithel Guild, N, necormancy, plague, healing)
Known for their suprising physical resilliance to disease and their abilty to survive otherwise lethal situations, I was thinking this task would be to injest a poision or disease, survive it, and perhaps create a cure from themselves, or simply to survive until the end with the disease taking its toll

Task of Inner Strength (Hati Guild, CN, war, strength)
Barbarians would expect a test of strength, but this test I was thinking should test their mental dicipline that led to their outer strength. Like an athlete needs dicipline to get to the top of their game. Not sure of the details

Task of Exploitation (Odsaxian Guild, LE, contracts, merchants, judgement)
Really not sure about this one. I was thinking sacrificing innocence, negotating in bad faith, making a deal with a devil?

Task of Silence (Ananke Guild, NE, spys, assissanations, information)
After going through a dangerous underground dungeon who ever opens the chest and reads the paper will know a secret, and told not to tell. If they do, they take mental damage and cannot remember the secret, nor can they ever get it back. It gets passed on and they have to keep it to the end.

Task of Curruption (Vasilis Guild, CE, trickery, selfishness, torture)
not sure. It has to be bad though. The Guild Leader is a succubus if that gives ideas

Thats alot to read and if anyone makes it to the end and has a suggestion I really apperciate it!!!

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