Hey all. I'm running a one-shot in the nebulous future that focuses on the player's chasing a cult conspiracy through the streets of London in 1912. I've got a good idea of the content for the main body of the adventure, and I definitely know I want to start the adventure off with a chase scene (ending either when one of the cultists they're chasing sheds his robe in a crowded area and blends into the surroundings, losing the players but leaving behind a vital clue, or with the players catching one of the cultists and interrogating them), but the part im stuck on is this:
What is the cult *doing* that starts the chase? What clandestine activities are the players interrupting that kicks off the action?
The plot follows a stolen amulet the cult plans to use to open a portal that allows an Elder Being to touch the world and give them godlike powers, so it might be that the players, each for their own reasons, are in the vicinity of a back-alley deal where the cultists are acquiring the amulet from the people they had steal it for them... but idk. Seems basic. Anyone else got any ideas for fun cult activities to draw the players in?
Evil cults pretty much always suggest "ritual murder". It's cliche, but it works to get people's attention. Non-ritual murder also works. A variation of "acquiring the amulet" is "killing someone for the amulet". (But you probably don't want to put the amulet on-stage that early; too much chance the players get it.)
If the characters are actively seeking adventure at a tavern or other large gathering place, if they ask the barkeep or someone similar for rumors that could lead to a quest, you could say that similarly-robed figures have been making suspicious purchases on the black market, which would make for a good plot hook if the characters are seeking a quest.
Trying to resurrect Jack the Ripper, since his murderous ways will help them spill sufficient blood to achieve their plan.
If you want to get a bit more complex, the Elder Being granted them a vision two years in the future, and the cultists are trying to pull the UK out of the Triple Entente in an effort to assist the other side because they believe that will allow Germany to win the war, which they want to happen for reasons.
Trying to stop Parliament from extending minimum wages to coal miners in an effort to prolong the National Coal Mine strike, also for reasons (Yes, I looked up 1912 UK on Wikipedia for ideas. I'm not ashamed.)
Trying to resurrect Jack the Ripper, since his murderous ways will help them spill sufficient blood to achieve their plan.
If you want to get a bit more complex, the Elder Being granted them a vision two years in the future, and the cultists are trying to pull the UK out of the Triple Entente in an effort to assist the other side because they believe that will allow Germany to win the war, which they want to happen for reasons.
Trying to stop Parliament from extending minimum wages to coal miners in an effort to prolong the National Coal Mine strike, also for reasons (Yes, I looked up 1912 UK on Wikipedia for ideas. I'm not ashamed.)
To clarify, I'm not really looking for a large scale ultimate goal, I'm more looking for suggestions of what they're physically doing at the start of the adventure for the characters to notice and go "oh s***, we better intervene!" This will be related to the ultimate goal (which i already have figured out), but is mostly a hook to get the players into the one shot.
Maybe beating someone up. Like someone who tried to leave the cult or who was about to denounce or otherwise expose the cult? Though the PCs might not give chase then.
Or go one step further. Is one of the party members likely to have an arcane artifact? Could it start with a burglary in their apartment then the other party members get drawn in as they race through the streets?
I like to turn tropes on their heads a lot so for me, perhaps the cult is doing this so that they may use those Godlike powers to right a wrong they see. Usually right idea wrong method kind of a thing. That being said you could start it off by the PCs being in the large market square when suddenly a shadowed cloaked figure dashes out of one of the nearby shops. Quickly maneuvring around the heavy flow of foot traffic that floods the market. An old gnomish shopkeep slams open the door breathing heavily shouting "Stop that Thief!, 100 gold reward" Change the amount to whatever you feel is right but you now have motivation for the PCs and if you want to spice it up maybe another small team of adventurers also takes up this offer for some competition.
What did the cult member steal?
The old gnome runs a rather quaint magic shop but has a reserve of particularly less than savory items, one of which is a component for the amulet. Ichorblood of a demon, a hag's eye, anything like that. The cult member stole it because that craps expensive. The gnome sells this stuff not because he wants to but taxes are high (here is where you could tie in the cult taking drastic measures as well).
Want me to brainstorm more? Let me know if this thread interests you and I will keep going.
Sadly you don't get a lot of that kind of stuff in 1912 London.
And I think since it's a one-shot, I don't want to make the bad guy's motives sympathetic. One-shot stories are typically on the simpler side, while if this were a full campaign I would look into complicating the moral narrative.
Given the time period and setting, I would suggest the amulet/artifact could be on display at an exhibition in a museum or a Worlds Fair type event. The party might be witness to the cultist fleeing the scene as someone is shouting after them, imploring anyone to help. I think someone already mentioned the thief physically bumping into a PC. Maybe the thief drops the amulet just long enough for the party to see it before scooping it up and running away.
To clarify, I'm not really looking for a large scale ultimate goal, I'm more looking for suggestions of what they're physically doing at the start of the adventure for the characters to notice and go "oh s***, we better intervene!" This will be related to the ultimate goal (which i already have figured out), but is mostly a hook to get the players into the one shot.
It's 1912, go full Aleister Crowley with it. The cult is openly doing some ritual in a public square, with the waybills they handed out calling it a "performance" or an "art piece", and one of the arcane members of the party recognizes it as something that could have dire consequences if it's completed. The cult scatters when the ritual is disrupted
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
To clarify, I'm not really looking for a large scale ultimate goal, I'm more looking for suggestions of what they're physically doing at the start of the adventure for the characters to notice and go "oh s***, we better intervene!" This will be related to the ultimate goal (which i already have figured out), but is mostly a hook to get the players into the one shot.
It's 1912, go full Aleister Crowley with it. The cult is openly doing some ritual in a public square, with the waybills they handed out calling it a "performance" or an "art piece", and one of the arcane members of the party recognizes it as something that could have dire consequences if it's completed. The cult scatters when the ritual is disrupted
WHAT HE SAID 100% PERCENT. I'M INTRIGUED BY IT IMMEDIATELY!You could even have something of importance be seen by the party, but as they scattered they are unsure which cult member has it, and must decide which member to hunt down together or do they split up and try to capture more than one?
Hey all. I'm running a one-shot in the nebulous future that focuses on the player's chasing a cult conspiracy through the streets of London in 1912. I've got a good idea of the content for the main body of the adventure, and I definitely know I want to start the adventure off with a chase scene (ending either when one of the cultists they're chasing sheds his robe in a crowded area and blends into the surroundings, losing the players but leaving behind a vital clue, or with the players catching one of the cultists and interrogating them), but the part im stuck on is this:
What is the cult *doing* that starts the chase? What clandestine activities are the players interrupting that kicks off the action?
The plot follows a stolen amulet the cult plans to use to open a portal that allows an Elder Being to touch the world and give them godlike powers, so it might be that the players, each for their own reasons, are in the vicinity of a back-alley deal where the cultists are acquiring the amulet from the people they had steal it for them... but idk. Seems basic. Anyone else got any ideas for fun cult activities to draw the players in?
Evil cults pretty much always suggest "ritual murder". It's cliche, but it works to get people's attention. Non-ritual murder also works. A variation of "acquiring the amulet" is "killing someone for the amulet". (But you probably don't want to put the amulet on-stage that early; too much chance the players get it.)
If the characters are actively seeking adventure at a tavern or other large gathering place, if they ask the barkeep or someone similar for rumors that could lead to a quest, you could say that similarly-robed figures have been making suspicious purchases on the black market, which would make for a good plot hook if the characters are seeking a quest.
Orange Juice!
Trying to resurrect Jack the Ripper, since his murderous ways will help them spill sufficient blood to achieve their plan.
If you want to get a bit more complex, the Elder Being granted them a vision two years in the future, and the cultists are trying to pull the UK out of the Triple Entente in an effort to assist the other side because they believe that will allow Germany to win the war, which they want to happen for reasons.
Trying to stop Parliament from extending minimum wages to coal miners in an effort to prolong the National Coal Mine strike, also for reasons (Yes, I looked up 1912 UK on Wikipedia for ideas. I'm not ashamed.)
To clarify, I'm not really looking for a large scale ultimate goal, I'm more looking for suggestions of what they're physically doing at the start of the adventure for the characters to notice and go "oh s***, we better intervene!" This will be related to the ultimate goal (which i already have figured out), but is mostly a hook to get the players into the one shot.
Maybe beating someone up. Like someone who tried to leave the cult or who was about to denounce or otherwise expose the cult? Though the PCs might not give chase then.
Maybe cultists pickpocket the PCs?
Or go one step further. Is one of the party members likely to have an arcane artifact? Could it start with a burglary in their apartment then the other party members get drawn in as they race through the streets?
I like to turn tropes on their heads a lot so for me, perhaps the cult is doing this so that they may use those Godlike powers to right a wrong they see. Usually right idea wrong method kind of a thing. That being said you could start it off by the PCs being in the large market square when suddenly a shadowed cloaked figure dashes out of one of the nearby shops. Quickly maneuvring around the heavy flow of foot traffic that floods the market. An old gnomish shopkeep slams open the door breathing heavily shouting "Stop that Thief!, 100 gold reward" Change the amount to whatever you feel is right but you now have motivation for the PCs and if you want to spice it up maybe another small team of adventurers also takes up this offer for some competition.
What did the cult member steal?
The old gnome runs a rather quaint magic shop but has a reserve of particularly less than savory items, one of which is a component for the amulet. Ichorblood of a demon, a hag's eye, anything like that. The cult member stole it because that craps expensive. The gnome sells this stuff not because he wants to but taxes are high (here is where you could tie in the cult taking drastic measures as well).
Want me to brainstorm more? Let me know if this thread interests you and I will keep going.
Damien Steinrich
Sadly you don't get a lot of that kind of stuff in 1912 London.
And I think since it's a one-shot, I don't want to make the bad guy's motives sympathetic. One-shot stories are typically on the simpler side, while if this were a full campaign I would look into complicating the moral narrative.
Given the time period and setting, I would suggest the amulet/artifact could be on display at an exhibition in a museum or a Worlds Fair type event. The party might be witness to the cultist fleeing the scene as someone is shouting after them, imploring anyone to help. I think someone already mentioned the thief physically bumping into a PC. Maybe the thief drops the amulet just long enough for the party to see it before scooping it up and running away.
CritFail.Press
I can think of a few cult related inciting incidents
Most of these are just evidence of the cult collecting artifacts, preparing a ritual or covering up evidence.
It's 1912, go full Aleister Crowley with it. The cult is openly doing some ritual in a public square, with the waybills they handed out calling it a "performance" or an "art piece", and one of the arcane members of the party recognizes it as something that could have dire consequences if it's completed. The cult scatters when the ritual is disrupted
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
WHAT HE SAID 100% PERCENT. I'M INTRIGUED BY IT IMMEDIATELY!You could even have something of importance be seen by the party, but as they scattered they are unsure which cult member has it, and must decide which member to hunt down together or do they split up and try to capture more than one?
Damien Steinrich