Elevator Pitch - Give me campaign ideas


Lost Omens Campaign Setting General Discussion


I have been tossing around ideas as to what to run next if there ever was a TPK or the campaign came to a natural ending point. Here are a few ideas I have.

-You are the subjects of an evil lord in the River Kingdoms. After being branded as outlaws by the authorities, you have decided to overthrow him.

-You are all members of a Thieve's Guild. What happens when you find yourself into more trouble than you can handle?

-You've fled the Dragon Empires to Avistan carrying an artifact. You need to escape pursuit and reach your contact in Absalom.

-You are adventurers that have found a promising ruin to explore. Why are there strange aberrations coming out of it?

Any other ideas?

Liberty's Edge

Pathfinder Lost Omens, Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

humans didn't escape the aboleths, and aboleths have secretly been modifying human behavior to properly cultivate the planet and they are soon going to arise to power over us. Go fix that problem.

Sczarni

1 person marked this as a favorite.

The whole campaign is under the ocean. An ancient underwater empire has returned through a 10,000 year time rift, after they fled a catalysm into the future. You're a ragtag group from the current aquatic races. Deal with the consequences of a complete civilization suddenly appearing from nowhere into the existing ecosystem and political order of your oceanic home.

Sczarni

A mysterious organization has hired you to break a certain prisoner out of a high-security prison. You'll have to get in, get out, and also perhaps try to discover why exactly this particular prisoner is important to your client.


2 people marked this as a favorite.

You're all college roommates. But your friend killed a diabetic police horse, and now he's being held in prison. What do you do to get his bail money?!


1 person marked this as a favorite.
Vamptastic wrote:
You're all college roommates. But your friend killed a diabetic police horse, and now he's being held in prison. What do you do to get his bail money?!

Seems sorta... Half baked to me...


Your sworn enemy has fled into the stolen lands and made himself a petty king. Assassinate him, raise an army, or negotiate with his peers to oust him?

People are being infected with lycanthropy as the result of an ancient curse, without being bitten. Some of them are hiding it, some controlling it, some have committed suicide. Track down the ancient curse and break it before your homes are torn apart entirely. You can't trust anyone, not least because all of the party is afflicted ...


You are FateWeavers, charged with uncovering lost prophecies and ensuring that they come true. Dire consequences will follow should you fail.

You are the remnants of a renowned mercenary company, who nearly disbanded after your last mission -- a personal mission of your former paladin commander -- failed miserably. The worlds most renowned sword maker has come to you saying that he is ready to build his ultimate sword -- a Rune Sword -- and needs your help gathering the necessary components.

You are all apprentices to a powerful and renowned adventuring group, who are on their way to destroy an evil black dragon and recover an ancient artifact. Left outside to watch the horses, what do you do when the masters fail to return?


Really want to run a zombie survival horror. Use a cursed town type event where the players would have to find the source of the zombies and attempt to stop it before it gets out of control. Players all start out at level 1 Commoners, and then can progress up the NPC Classes until they get a PC class as they die. All classes would be random (who do you find as you survive the apocalypse type. New Characters are always in the next room. All start at level 1 with base gear.

The Zombies would only be defeated if coup de grace or Crit. Depleting hit points would "Exhaust" a zombie and make it count as "helpless" for coup de grace rules.

Zombies would always attempt to grapple and do damage (bite). Bites are always infected. I would use the old hit location chart from Deadlands and assign bites to locations. Allow players to remove limbs to save life. Wounds bleed without "treatment" 1 hp hour.

First Aid changes the bleed to subdual damage but cannot stop it. Removing an infected Limb stops the "bleed", Requires a Fortitude save to stay conscious, and take 1d4 con damage.

Magical healing would stop the infections right off, but shouldn't be that common until a few deaths have occurred.


You have to do a Called Shot to the head. That should be the only way. That or decapitation.


Vamptastic wrote:
You have to do a Called Shot to the head. That should be the only way. That or decapitation.

I think the old Deadlands had a system that would let you do that. It's been awhile since I played, and it is an idea that doesn’t float with my current group. So I haven’t hammered out the details.


Maybe called shots to the head do double damage, but only massive damage in a round will drop 'em. Or, of course, dropping them to 0.


Quite a few good ideas in there
*Opens Google Drive and start copy pasting*

In the zombie one, I can see fighting your old incarnations. You allow settlements rule after a point where you'd need to secure the surrounding areas while still fighting the zombies.

And then the plague start affecting the surrounding inhabitants so you'll get goblin zombies, Ogre zombies and Dragon Zombies...


Vampire zombies. Lich zombies. Go crazy with it.


1 person marked this as a favorite.

You are the crew of an elvish starship that has crash landed in the Mwangi Expanse. You must make your way to Numeria, the only place that may have the technology to get you off this awful rock.

Liberty's Edge

1 person marked this as a favorite.

Starts out with the players trying to get money to buy a ship so they can become pirates! (be generous with boat money)

At approx. Mythic level (6), they get blown off course into 1 of 8 Mythic lands. There, they are asked to stop 7 demigods (Mister Monday(Demon), Grim Tuesday(Duergar Warpriest), Drowned Wednesday(Druid with Sea Serpent companion), General Thursday(Red Dragon), Lady Friday (Mythic Succubus), Superior Saturday(Sorceress) and Lord Sunday (Devil's equivalent to balor) from tapping into the 7 other valleys.

Other major players:
The Mariner, one of your crew mebers and Sunday's son.
The Old Man: Wants to stop EVRYONE from going to the valleys.
The North and the Union: Two great nations who hate each other just as badly as they want the other Fonts.

Defending each Font grants a Tier.


Since it's in the Pathfinder Campaign Setting thread...


  • In Riddleport, several glyphs on the Cyphergate start glowing and pulsing in a repeating pattern. Many citizens report increasingly odd dreams that turn into nightmares and the distinct feeling of being uncomfortable in their own skin—as if it's not their own any more...
  • Absalom has always been a hub of commercial trade and activity, and your mercantile company is just one of many. But when representatives from the Pactmasters show up in your offices offering an exhorbitant amount of money for a recent acquisition from an estate sale, things are certainly looking up in your world. Right up until soft-footed assassins show up in your home, who wear blood-crimson armor and wield jagged-edged swords and move with a brutal grace and efficiency. Unfortunately, all you have is a small, tarnished dagger to defend yourself with, barely more than a letter opener. What *did* you just sell—and who wants you dead...and why?

Liberty's Edge

2 people marked this as a favorite.

A "Da Vinci Code" style adventure that goes around the Inner Sea to discover that there was an eighth school in Thassilon: Divination (the one school that does not appear in the star). But the devils that brought House Thrune to power are harboring a secret that could trigger a massive war: In order to keep the Masters of Sight from foreseeing their eventual coup in the kingdom dedicated to humanity, they had to execute a near-genocide, leaving the heirs of the divination school a smattering of scattered tribes that folk now call the Varisians.


The players wake up in Hell, and have to travel across the evil plains, to find their way back to Golarion, or earth, or even to jailbreak and end up in Olympus or Asgard or something.


1 person marked this as a favorite.

The players are knights of Camelot, and King Arthur has just been slain by his nephew. The game spans years and shows the slow, inevitable decay of his kingdom as they grow older and more bitter, losing sight of themselves as they turn more to drink and concubines, and the game finally concludes when the characters are on their deathbeds, their grand achievements in life trivialized by relatives who don't appreciate them, forgotten by the world that has moved on, a world that no longer cares, a world in which they are well and truly irrelevant.

That's a game I'd want to play in.


The city of Kintargo suddenly finds itself with an outbreak of murders, committed by different people in different manners-- all by people who had been more-or-less upstanding citizens with no record of violence. Other people are found to have also gone mad at the same time, but less violent. The PCs investigate, finding that all of the affected people had seen a play performed by a band of traveling bards... titled "The King In Yellow."


1 person marked this as a favorite.

Grand Prince Stavian of Taldor insists he must have a complete, perfectly geopolitically accurate map of The Inner Sea. Accordingly he appoints the Player Characters Imperial Cartographers, tasked with traveling the entire breadth of Avistan and mapping out the borders of kingdoms and nation states.

And yes, they must go back and fix their work every time it changes.


1 person marked this as a favorite.

Here's a brief overview of an arc I had plotted out a while back, though it may hit too close to wrath of the righteous for some...

Heroes start as local youth of skill in the River Kingdom of Artume. They get embroiled in the local politics, figure out just how bent the reagent is, and it starts to look like a campaign that will be about restoring the old Queen to her throne. They fight the reagent's goons for a few levels, rally the people of the land, and around level 5 or 6 are ready to take on the reagent in a big showdown.

Surprise! They kill him and find out he's possessed by a shadow demon, who has been trying to spread chaos through Artume. It's also an unusual powerful shadow demon (has one or two mythic ranks), and before combat starts it tries to bargain with the players, hinting at big things ahead and the opportunity for them to take advantage. Not long after they put the demon down, they begin to notice other patterns of instability in nearby river kingdoms, and maybe a few fall into total anarchy. They start having run-ins with a shocking number of demons and the land begins to twist. The party, now local heroes, are asked to go to Sevenarches to consult the druids there, since they've been around a while and know a thing or two about putting the supernatural to right.

Party ends up meeting with the druids, and the druids decide to trust them enough to confide in them that demons have been trying to find the Seven Arches, but they aren't totally sure why. Party helps the druids fight off some vrocks, and the druids figure something has gotta be done about these demons (many whom are mythic). Party is subjected to a ritual involving harnessing the power of the arches and starts gaining mythic tiers.

Not sure where to go from here, but big bad is Baphomet who has a mythic glabrezu basically running a large faction of the Daggermark Poisoner's guild, and said demon is sending shadow demons out to possess or influence the leaders of several of the smaller river kingdoms while his other minions search for the seven arches, hoping to use them to open a portal to the abyss and effectively create a second Worldwound. With the region being so unstable, it can be quickly overwhelmed and then the demons can attack Mendev from another front, hit it hard and fast, and destroy the Wardstones.


1 person marked this as a favorite.

An army of heavily muscled, bearded Elves appear from an Elf-Gate and begin conquering nation after nation because no one believes they can be real.

An army of effeminate Orcs appear from the north, they just want to dance and sing.


Seth Parsons wrote:

An army of heavily muscled, bearded Elves appear from an Elf-Gate and begin conquering nation after nation because no one believes they can be real.

An army of effeminate Orcs appear from the north, they just want to dance and sing.

You deserve a prize for this.


martinaj wrote:
Seth Parsons wrote:

An army of heavily muscled, bearded Elves appear from an Elf-Gate and begin conquering nation after nation because no one believes they can be real.

An army of effeminate Orcs appear from the north, they just want to dance and sing.

You deserve a prize for this.

Not my ideas, read them somewhere once. Just thought they were funny and remembered them...


Every magical item suddenly gains sentience as parts of a hive mind.

Survive.


A contagion of the mind begins affecting living creatures with any blood ties to The First World, driving them homicidally insane very swiftly, against their own desires and overpowering even their own wills.

Find out why, and if it can be stopped.


TheWarriorPoet519 wrote:

A contagion of the mind begins affecting living creatures with any blood ties to The First World, driving them homicidally insane very swiftly, against their own desires and overpowering even their own wills.

Find out why, and if it can be stopped.

P.S. All the PCs are gnomes with the fey bloodline.

Community / Forums / Pathfinder / Lost Omens Campaign Setting / General Discussion / Elevator Pitch - Give me campaign ideas All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion