I enjoy reading and writing more than just about anything. Neck and neck with that are video games, specifically RPGs. Growing up that felt like it was the only way to get a good story alongside my gaming. That feeling is slowly dissipating with the number of great stories in games that aren’t traditional RPGs. As I grew up I discovered tabletop rpgs and, while I have only ever played in one short-lived campaign, I have never really had a group to call my own. That said, I jump at the chance to play whenever possible (StrategiCon) and to write down my own ideas for stories, plot-lines, and twists whenever the muse strikes me.
An all white room, sparse, little decoration beyond some molding about the ceiling. There are four pedestals towards the center of the room, each about 2-3 feet high, also white. Hovering above each pedestal (Greco-Roman in style) are black orbs, each about 6 inches in diameter and about 1 inch above the surface of their respective pedestal. They are dark but seem to have swirling surfaces like shadows moving over each other. They are quite solid to the touch.
First encounter with the room could be an illusion in a fantasy game or a hologram in a sci-fi game letting the players see a glimpse of the real thing to know that it exists (and hopefully to wonder what it is) without actually doing anything to it. The illusion or hologram disappears when it is discovered that the PCs (player characters) are present; preferably by some sort of scholar researching the mysterious room.
The PCs will preferably encounter their glimpse into the white room while on a mission into a place where they can’t linger to interrogate the scholar beyond 2-3 questions (ie. a 5-10 seconds).
If the PCs later decide that they want to look into the white room further then they can track down the researcher. Assuming that they were not able to get all that the researcher could tell them the first time, s/he could shed some light on the subject with a couple of facts, but mostly speculation and more unanswered questions.
The white room is the resting place of an ancient entity that exists in all realities to some degree: on some planes of existence it is no more than a faded echo and in others it is quite tangible. In order to fully interact with the room, however, the border between realities must be crossed.
Crossing over from the reality that the PCs call home will not lead them directly to the white room, however. They will be taken to the equivalent of the white room’s foyer. Any who enter this room will soon be accosted by the guardian who will materialize there. The guardian is physical in nature, appearing as an avatar of strength (ie. a great warrior, a massive beast, a mythological creature renowned for its strength, etc. Whatever image the PCs’ minds conjure up to make sense of the creature.
Upon defeating the physical guardian, the room, which has no obvious exits on arrival, is weakened and another room can be seen beyond. The PCs can cross into the new room simply by approaching the wall. The next room is a mental challenge and the final room is undetermined. These guardians need to be figured out. No physical combat, though.
After overcoming the challenges in the three rooms the PCs are able to break into the white room. What they do here is based on what the PCs have been led to believe.
(Truth of the Matter: When creation was young two forces opposed each other; neither good nor evil, simply different. For the longest time these opposing forces were equally matched and unable to make headway against the other. Then the one, in order to overcome the other, gave up it’s life-force in sacrifice in order to trap the other.
These two powerful forces are known as fates or gods in less knowledgeable cultures that have encountered their kind. (Think Ori in Stargate SG-1.) The one fate distilled his existence into the four orbs seen in the white room and powered a prison powerful enough to lock away the other.)
In the PCs’ plane of reality there are agents of the trapped fate searching for ways to free it. The PCs may encounter such agents in their search for the white room. If so the agents will definitely try to paint the imprisoned fate as a victim and make the idea of destroying the prison and the gatekeepers seem to be a good thing. This can be accomplished by appealing to their better nature, offering them a reward, or simply lying to them in addition to a number of other methods. There are also agents of the “dead” fate, though they are not quite as numerous as the other group.
Digging deeper into the background of the conflict between the two fates:
These two forces, minor players in a hierarchy that is beyond this adventure, ruled over a particular planet, not necessarily the one that the PCs call home. At first there was harmony but over time their peace began to break down. They differed in what should be done with the people on the planet below.
The one fate, let’s call him Seba, who gave his life to stop the other fate, let’s call that one Agnar, wanted to let the people continue to grow and develop with as little interference as possible. Agnar, the one who came to be imprisoned, argued that the people were corrupt and that the civilization on the planet needed to be erased so that they could start over anew.
In order to keep Agnar from doing what he thought to be exceedingly rash, Seba distilled his physical presence into his very life-essence with the purpose of keeping Agnar from acting. With both fates removed from the picture, the planet was free to flourish for a short while before ultimately destroying itself. Maybe.
Seba, knowing that his prison would not be perfect, aimed to make contingencies in the event that Agnar did escape. He also did not kill himself in the traditional mortal sense of the word. What Seba did was to take his body and change it so that he was no longer himself but an entirely different concept focused on one thing only: stopping Agnar. To that end he focused his self into the four spheres and the the three guardians before the white room. As a final contingency, he also created a backup template of himself so that he could have his energy reform into the fate that he once was should his prison generators be destroyed.
If the PCs decide to destroy the spheres the energy will disappear and a regal looking black man will appear before them, translucent and clad only in a simple blue robe trimmed in gold. The man will then disappear completely and a different image will appear before the heroes (or whatever they are in your campaign): a room strikingly similar in appearance to the white room that the heroes are now in except that it is a pulsating red with only a single pedestal in the middle of the room. Above that single pedestal is an orb approximately 6 ft in diameter, similar in appearance to the orbs that the PCs presumably destroyed. It starts off black but slowly begins to grow brighter and brighter, more and more rapidly, blindingly so. The blinding light comes to fill the entire room. Suddenly the light vanishes and the sphere is gone, leaving only a red, no longer pulsating, room.