Campaign Idea (Thoughts Welcome) - Elder Gods, Planewalking


Pathfinder First Edition General Discussion


So here's my thought.

Initially I wanted to do a Pathfinder Ravenloft campaign. Found a great "official" Pathfinder Conversion, but after starting to read it, realized it was much more geared towards starting the campaign in the Demiplane of Dread, and wouldn't work so well for bringing in PCs from outside of Ravenloft.

Then I started thinking about doing a Planescape conversion. I loved Planescape, and was sad that its only real continuation past 2nd Edition was putting Sigil in the 4th Edition Dungeon Master's Guide 2.

Then I started thinking about how much I love Lovecraftian stuff (and if you have heard "Dreams in the Witch House: a Lovecraftian Rock Opera", you're seriously missing out; I found it at a booth at GenCon in 2014, and listen to it at least twice a week without fail), and it all finally started gelling.

This is very broad stuff, so recommendations on specifics are most welcome, or just commentary on the overall idea, and even if you'd personally want to play in a campaign like this.

My thought is this: PCs are in a small rural village area, and discover that there are some children that are going missing. As they start to investigate, they learn that there's a small cult involved in the area that's been kidnapping the children. They eventually find the cult's sacrifice location, and at the conclusion of the battle, discover on the body of the high priest some odd symbology that they've never seen before (nothing much would be revealed from a Knowledge: Religion check other than "it's something ancient, hidden, and very much buried; people don't talk about it").

They learn that this cult was just an outpost of a larger organization, which can be found headquartered in a larger town a few days' travel away. After dealing with that, they find out a bit more about the symbology, enough to lead them into a city where a knowledgeable occultist can tell them a bit more, just enough to learn the "cult" is active in the city itself, something to do with a prophecy heralding the birth of a child who's meant to bring back some dark force.

After dealing with this in the city, likely having to slay the woman about to give birth to this child, they learn from the body of the priest overseeing the interrupted birth that "This is just the beginning. You can't stop this... you can't stop his coming." The priest will utter a name (it might be Cthulhu, or something similar, haven't decided yet), and this name is going to lead them on cross-planar adventures, starting with a journey to Sigil, the City of Doors. There, with all the knowledge of the multiverse theoretically available, the PCs will learn that efforts to revive this dead god are a massive, multiplanar affair. This journey will lead them to progressively more difficult encounters across the planes, opposing Abyssal lords, rulers of Hell, and eventually into a "Far Realm"-type plane where they'll finally have to stop this ancient Elder God itself in a climactic battle of planar armies, the forces of good and neutrality, and even sensible forces of evil in a tenuous alliance to stop the arrival of a thing which even they realize should not be.

Thoughts? Recommendations? Entreaties to stop playing and go bury myself somewhere deep & never roll a d20 again? :)

RPG Superstar 2012 Top 32

Sounds really fun! :-D

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