Two years ago I mashed up Age of Worms and Carrion Crown, moved the adventure paths to the early 1990's, changed the system to Savage Worlds, and ran an Aztec-inspired campaign that culminated in a battle against Kyuss rising out of the Matterhorn in Disneyland. Highlights included the finale, a vampiric silver dragon being taken out with one shot, stabbed in the eye with a dagger made from her own tooth, and an antiquities dealer dual-wielding David Koresh's desert eagle and an enchanted macuahuitl. It was, in a single word, epic.
Never one to leave well enough alone, I decided to try something similarly epic by mashing together the Serpent's Skull and Legacy of Fire adventure paths. But this time, I would run them in separate worlds, with the PCs fighting a world-spanning serpent person conspiracy (i.e., Reptilians) arising from a fantasy world inspired by Dark Sun. The two worlds are connected by stable portals in secluded locations.
Since I no longer do more than 2-3 hours of game prep for an entire campaign, I have absolutely no idea how all this will turn out. The campaign will likely go way off the rails somewhere after about 10 sessions, but that's half the fun.
The last campaign (Rise of the Worm Sun, it may be in the archives here somewhere) started with nod towards the movie The Hangover. This one begins with Souls for Smuggler's Shiv, a plane crash on a flight from Rome to Sydney, and a nod towards Lost (which I just finished binge-watching).
So first, the PCs:
Alex - Astrophysicist Postdoc
Amos - Amish teen on Rumspringa. He won a free trip around the world in a contest. Is severely delusional and believes that television is a reliable reflection of how the world works and how people behave. (I swear, every character this player creates is like this. It's like he's playing a completely different campaign than the rest of the group.)
Chester - Obese herpetology professor, gamer. (After stripping primitive leather armor from a gnoll corpse and strapping it on, when asked why he was doing that, he replied, "Because I look Badass!")
Clara - An aspiring journalist, self-entitled member of the 1%, and a bit on the naive side.
Samantha (Sam) - Recently left the Peace Corp. Uses risk-taking behavior (skydiving, etc) to hide the fact that she's secretly terrified of pretty much everything.
I also asked the players to provide me with 3-5 NPCs each who were also on the plane. I ended up with over 48 of them, including an 18-member high school choir going to a festival, a great dane show dog named Tuba, an 81-year old Korean war vet traveling around the world in honor of his late wife, and an entire bridal party returning from a ridiculously high-priced bachelorette party in Rome (Clara was a member of that party).
To get them to actually create NPCs for me, they were offered a reward to be determined during the first session (for 3 NPCs, the player got to choose 1 useful item from their own luggage, for 5, an additional useful item from somebody else's luggage).
I thought the players would see through my plan to start with a plane crash, but they remained stubbornly fixated on the idea that I was going to start the campaign with Snakes on a Plane.
About the session notes: Two of the players (the one who plays Alex and the one who plays Sam) trade off taking notes during the session. Both of them tend to skim over parts of the session, generally when the most intense roleplaying is going on, so a 15 minute, in-character discussion between the PCs and NPCs will frequently get reduced to a plot dump in the notes (e.g., "John tells us that there are monsters here.") Our sessions are generally pretty high-octane and beer-fueled, and three of the players have children under the age of 5 and start fading after a few hours, so things get a little sloppy towards the end of each session and the notes get more disjointed. I'll try to fill in the blanks as I go along, but I'm lazy, so no promises.
So, without further ado, the introduction to A Conspiracy of Snakes, featuring a plane crash, a malevolent fungus hive mind, bloodthirsty pirates on an island in the Indian Ocean, a numbers station, and a beach wedding conducted over a satellite phone with a great dane standing in for the groom.