I like it.
How about we come up with bits and pieces to "prompt" together
Location/World?
Theme?
Tone?
Plot devices used?
example:
"The World of Bridgerton"
With a theme of "betrayal"
Tone: Dark but humorous
Plot devices used: A macguffin
[ +- ] result
## Campaign Title: Diamonds & Daggers: A Bridgertonian Caper
**Setting:** Welcome to Regency-era London, a world of opulent balls, whispered gossip, and hidden agendas. This isn't your typical D&D setting, but fret not, for beneath the glittering surface lurks a world of magic and mystery.
**Theme:** Betrayal is afoot, with a healthy dose of dark humor to keep things interesting. Expect double-crosses, witty banter delivered with a sardonic edge, and social blunders with potentially deadly consequences.
**MacGuffin:** The "Heart of Grosvenor Square" - a mythical, fist-sized diamond rumored to possess the power to influence social perception. Imagine whispers turning into roaring rumors, or charming smiles transforming into expressions of utter disdain. This diamond is coveted by both high society and shadowy figures, each with their own nefarious reasons.
**The Party:**
* Players create level 3 characters, with a focus on social skills (Persuasion, Deception, Insight) and combat finesse (Fencing expertise is encouraged!).
* Consider classes like Bard (College of Eloquence for ultimate gossip), Rogue (Mastermind for social manipulation), or even a Warlock (Fiend Patron for a touch of the occult).
**The Plot:**
The campaign kicks off with a lavish ball hosted by the enigmatic Lady Thornbury. Your party receives an invitation, hinting at a lucrative opportunity. At the ball, they encounter:
* **Lady Lavinia Featherbottom:** A gossip extraordinaire with a surprising knowledge of the criminal underworld. (Think Penelope Featherington with a dash of Morticia Addams).
* **Lord Archibald Worthington III:** A pompous fop with impeccable taste and a gambling addiction. He might prove useful in acquiring rare artifacts.
* **The Shadow:** A mysterious figure shrouded in secrecy, rumored to be the leader of a clandestine organization. They offer a hefty sum for the Heart of Grosvenor Square, but their motives are unclear.
**The Intrigue Begins:**
* Lady Thornbury reveals she possesses a fragment of a map leading to the Heart. However, a rival has stolen the other half! The party is tasked with retrieving it, navigating a labyrinth of high society soirees, clandestine meetings in smoky back alleys, and potentially attending a brutal (but very fashionable) underground boxing match.
* Each recovered map fragment unlocks a location with a unique challenge:
* A forgotten library guarded by spectral librarians with a penchant for riddles.
* A decadent masquerade ball where the party must uncover the thief's true identity amongst a sea of glittering masks.
* A perilous tomb beneath Grosvenor Square, filled with ancient traps and cunning puzzles.
* Betrayal lurks around every corner. Trust no one, not even each other! Lady Lavinia might have her own agenda for the diamond. Perhaps Lord Worthington is secretly working for the Shadow.
**The Climax:**
* The party recovers the final map fragment and confronts the thief - a seemingly harmless socialite with a surprising talent for thievery and deception.
* A final showdown ensues, with the party using their social skills and combat abilities to overcome the villain.
* The climax can be played for dark humor: imagine a duel where insults are as sharp as the rapiers, or a chase through a crowded ballroom where spilled tea and dropped pastries create hilarious obstacles.
**The Twist:**
* The Heart of Grosvenor Square is… a fake! It's a cleverly crafted illusion, created by a powerful Fey creature bored with the predictability of high society.
* The party can choose to:
* Return the "diamond" to Lady Thornbury and pocket their reward, knowing they've been duped.
* Attempt to blackmail the Fey creature for a real reward.
* Expose the entire scheme to the elite of London, causing a social earthquake.
**The End (for Now):**
The campaign ends with a bang (or a witty quip). The party has navigated the treacherous world of Bridgerton, uncovered a grand illusion, and lined their pockets with riches (or social notoriety). But the world of intrigue never sleeps. Perhaps whispers of another macguffin will reach their ears, drawing them back into the glittering, dangerous dance of London's elite.
**Bonus:**
* Implement a "Social Currency" system. Players gain points for successful social interactions, which they can use to buy favors, information, or even alter public perception.
* Encourage witty banter and outrageous social blunders. Reward players for embracing the dark humor of the setting.
* Consider incorporating Regency-era fashion and etiquette into the gameplay. Players might have to roll a Performance check to avoid a social faux pas, or a Persuasion check to secure a valuable invitation.
With a dash of deception, a sprinkle of dark humor, and a whole lot of social maneuvering, Diamonds & Daggers: A Bridgertonian