Adventure Deja Vu
You meet in a tavern. Your party feels like they’ve been here before, and of course they have. The barkeep is friendly, and clearly knows your party well. The regulars regard you with warm smiles and inside jokes that for some reason don’t fully feel familiar. All is largely well in the Kingdom, even if you can’t shake the feeling you’re being watched.
And all is as it should be.
At least that seems to be the case until your party gradually finds things that are familiar that shouldn’t be. A mighty blade that seems drawn to your Paladin’s hands. A comprehensive book of spells in your mage’s handwriting though they have no recollection of writing it. A small demonic familiar who trails behind your warlock, only just within sight as if expecting commands from their master.
All roads lead back to the King, and the King seems eager to obfuscate and evade such inquiries. What is going on? What does the king know?
GM Tools and Tips
This is a quick route to a higher level campaign by way of a low level start. Leave breadcrumbs helping to indicate the party’s deja vu isn’t simply that – it’s echoes of a past in which they were mighty heroes, powerful and well-equipped, until they suddenly weren’t.
Role play the king as familiar in ways that point to him knowing why the heroes are in the state they are in. Provide quests that take them through their forgotten past until they reach a broken, forgotten citadel in which they finally recall the truth: the King had shown himself to the adventurers as a deposed ruler in need of aid, and so the party as heroic as they were stepped in to aid him.
Upon arriving at the seat of the kingdom, the King revealed himself to be a powerful devil who then sent the adventurers back in their respective timelines, carefully burying details of their identity while leaving some alone so they were none the wiser.
As the adventurers find echoes of their past they then level up and move closer to being who they once were.
As always: take care; good luck and godspeed!