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Summary Of Campaign

For a group I'll be DMing tommorrow (I'd better write fast) . Starting at Level 1. Party has to get out of Level 62. I'll have 2 possible endings to the campaign, one that takes the group to the Backrooms which they need to then escape, or one where they are all erased from existence.

Session 1: Deathfields

The party wakes up in the Deathfields, where they immediately are thrown into the chaos. Describe the area as

"You all seem to have woken up on a massive field of human and animal bodies. How you got here is fuzzy to you, you only remember the people around you and a sense of nostalgia. The only things you have are your clothes and the gp clinking in their pockets. Immediately, you notice the scent of blood and a loud noise, as this field seems to be some sort of battleground. A large tunnel burrowed out from the bodies stands 40 feet to your left. You cannot see the end of it. There seems to be a large divot around 100 feet in front of you, as well. As someone on horseback charges at you, roll initiative."

The horseback rider has the stats of a Veteran, and will pursue the party for this entire encounter. Their horse has the statblock of a Warhorse.

On Initiative Count 0 every round, roll a d6. In addition, each party member will be required to make a DC 12 Wisdom saving throw. A failure causes them to attack the nearest creature. This check has advantage if the nearest creature is a party member.

1-3: Nothing new happens

4: Somebody makes a melee attack against the party. This attack will always be 1d20+3 to hit, and deal 1d6+2 damage.

5: Somebody disengages and pursues/attacks the party

6: A +1 Shortsword, described as "Eternally Bloodstained" drops in front of the party.

This table repeats whenever combat is entered on the Deathfields.

Level up the party if they survive this encounter, and give any dead PCs the option to either come back with a new character or come back with the same character 333 days later.

From here, they have two options. They could go to the Divot Town, or the Bone Tunnels.

Divot Town

As you reach the edge of the divot, you see that in this area thousands of bodies have been cleared away, leaving room for a small walled town.

If the party approaches it, they will be stopped by an amount of guards equal to the number of PCs in the party. They will want the party to "Prove that they are not affected by the bloodcurse". Each PC has to succeed a DC 13 Wisdom save (With advantage if they succeeded before) to not become hostile to the rest of the party and guards. This save does not have to be repeated after this. If players go an in-game hour with successful Wisdom saves, they will be let into the town. If the Wisdom saves are failed, the guards will attack.

Buildings

There is an inn with a somewhat contemporary design, called the Sunrise. This serves weak liquor and water. Built onto it are residential apartments, which the players can rent out for 100 S$ per month. (1 gp = 300 S$, both currencies are accepted). In addition, there is the general store. This store sells Soothing Water (Almond Water), rations, and a variety of weapons and armor. The table is below

Item Amount in Stock Price
Shortsword 5 6 gp
Shortsword +1 1 25 gp
Bastard Sword 1 12 gp
Longsword 2 10 gp
Longsword+1 1 40 gp
Shield (Heavy) 1 4 gp
Grenade 2 8 gp
Handgun 2 30gp
Rifle 1 60gp
Bulletproof Vest 3 15gp
Spiked Plate 1 20gp
Leather armor 6 5gp
Scalemail 3 10gp
Composite Bow 2 10gp
Ammunition 100 1sp

A FIC is parked next to the store.

Town Stats

Food, water, and weapons are provided by the town.

The town has 20 guards, each with handguns and shortswords.

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