June 03, 2004
A venue that doesn’t know where its door should be
The characters have been invited to a party. It's a birthday for someone they barely know. Maybe they go so they can talk to someone else at the party. Maybe they go to polite. Whatever the reason is that they are there, something gets weird. Maybe, the birthday boy or girl is a tad weird. Maybe, they play a strange party game. (Jumanji anyone?) How does it get weird? It's up to you.
The party is a fairly run of the mill affair and there is much drinking and rejoicing. What the player characters do not realise, and that somebody forgot to mention, is that most of the guests are not entirely human, and the drink is rather stronger then they are used to. It is not long before they are slumbering away in dreamland.
Morning comes and one by one, the group wakes. When they come to look outside, they discover that they are not where they were. The landscape has changeds - a lot.
There are a number of ways this could be implemented. In a fantasy campaign, this is the ideal time to open up the Book of the Planes and watch the PCs fight their way home. On a science-fiction theme, the players may have found themselves at a party of Rogue Time Lords and have been wisked away to another place in space and time after the party aboard a TARDIS.
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