Once again I'm in need of help, soon our campaign of rise of the rune lords is going to come to an end, and the GM hat is on me next, so since I don't have any premade campaigns I need to build one myself. I have a few ideas in mind, grabbing tid bits from the RotRL campaign as the starting enemy *cough* insane goblin*cough* as well as a town swarming with goblin halfbreeds. That's their first quest for the basic info. Though building the encounters and experience gain is a bit more difficult, any guides or tips?
Here's an idea I like.
Roll characters. Have them invent summary backgrounds. Then...
Have the players wake up in coffins in the middle of a dungeon wearing dated clothing/armor/gear. Crawling out they quickly discover that while their backstories are true, their memories are from 4d6x10 years ago during which time they have been vampires. Lucky for them, an adventuring party managed to barely penetrate to the heart of the dungeon and kill their maker, a vampire lord. Now they must fight their way out of the dungeon.
Once they escape, they will find that the surrounding civilization knows their faces and has a long list of atonements for them to do to make up for years of vamping. As they work their way toward salvation, their master of their master learns of their deeds and becomes intrigued with reclaiming them.
Or something like that. Basically, I just liked the idea of waking up in the middle of a dungeon and having to fight out of it.
The Pixar Model:
Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___.
Fill those in, and the rest tends to fill itself in. Rise of the Runelords, with its opening of the Swallowtail Festival, being subsequently interrupted, goes along with this general formula, just replace day with year.