Symbol of Cyric 
Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
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Title:
The Collection Agency Awaits Thee
Authors:
Garnet FalconDance, Dace De'Briago, roddybug, RobertTheBard, T-D-C, and Mozenwrathe
Level Requirements:
Any and all, just try not to perish while doing the jobs. Epic levels may be recommended to retrieve certain items, but not always necessary. Some enemies may be a lot freakin' harder than they appear, so be warned ahead of time. Dragons don't count. Relatives of dragon's don't count either.
Concept:
Well, with all those various sets located around the module, there has to be SOMEONE looking for them, right? Not all of them are especially powerful, but there must be a person (or organization) somewhere that has invested interest in them. This has been a concept in my mind for a long while, but seeing a few players actively theme characters around various items and sets kicked this concept back into high gear. Now these are more quests than Jump-Off points, but new areas may be arriving very soon (such as stores and taverns) which would give PCs more places to sell, trade, or give these away.
Now, some of these ideas within the main concept might be a little harder to implement than others. I realize that. I just have this insane need to be creative and if I don't more often I'll hate myself more than I do. So bear with me for a while and see if some of these possible plotlines appeal to you.
Please note, for you to complete ANY of these quests you would have to have the complete set. Does it matter when you have these items? Not really - just have them all at the same place at the same time. Each of these would be once per server reset. It makes it more believable if naught else. The scripts would be set to remove all the copies of the item from your inventory. That is for both believability and to make players think seriously about what they are losing out on. Yes, there would be brand new items coming out of SOME of these. The prizes would depend purely on the quest you were finishing.
Areas Located:
As you might have guessed, this particular series takes you all over the (current) map of the module. I won't go any farther than this at the moment, however. Quite a few of these would take you into the (currently unstocked) taverns and saloons within Waterdeep and Skullport. As well, one of these quest ideas would take you all the way down to The Drow City first before it even began.
Storyline(s) Available:
1) Moander's True Champion -
This quest would start off in a brand new section of Level Ten. Unlike the Lizardman Army Deserter within the Trollbark Dungeons, this lizardman you would be meeting would be of a far different mindset. Sure, he doesn't want you dead, but he isn't pleading to you either. This one (in the same vein as a drow highborn lady) demands you to return to him the items of Moander. Saying he is "no common lizardman, but a true descendent of the saurials of ancient times," he'll state his case using gold and the promise of a powerful item. Items you would need to retrieve (I know of so far) would be these: Armour of Moander, Rod Of Moander, Holy Symbol of Moander, Bastard Sword of Moander, Boots of Moander, and the Helm of Moander. Upon completion of the quest, the lizardman would transform into a more powerful looking lizardman. Bowing to you solemnly, he would give you your rewards without question and disappear.
Completing this quest pushes you towards Neutral Evil. He would also give you a token which if shown to the right person (found on another level) would gain you a brand new henchman. Taking on the henchman would ALSO push you towards Neutral Evil, so be warned.
2) It Takes A Thief (Or A Few Of Them) -
Technically this is an easier quest than the first. The problems would be first finding the person (or in this case, "representative of a free-market society") who wants this collection, then bringing them all back to said person (who would be in a completely different location inside of Waterdeep) without the City Watch finding out about this. Oh, did I mention there'll be two different organizations looking for these? No? Oh dear, I should also tell you that if you sell it to the "wrong" group of people, the other association will send assassins to kill you. (Complete with Disarming Attacks, Knockdowns, and Hiding In Plain Sight.) The items you'll be needing this time around are the Ring of the Hidden, the Shadow Dagger, the Bracers of Darkness, the Boots of Shadow, and the Armor of Shadows, not to mention the Shadow Lockpick Tools.
Completing this quest pushes you towards Chaotic Evil if you sell it to the wrong people, and doesn't move you at all if you sell it to the right people. There'll be clues as to whom you should actually cough up the goods to throughout the conversations you can have with both parties. I would advise people with high skills in Bluff, Persuade, and Intimidation do all the talking. Really and truly I would... And for goodness sakes, DON'T SEND THE PALADIN!
3) A CATastrophy In The Making -
One of the new vendors inside of Waterdeep is looking for the items created by Choc and Charly. You have no idea where he's coming up with the cash for this treasure hunt, but who cares? With the amounts he's offering, does it really matter that this guy reminds you of... well... a mountain lion? This one will need to be filled in by Ziroc, as I've only seen one item from each set for Choc and Charly, and there's supposed to be more for each.
4) Keeping The Faith -
Okay, one of the new temples within Waterdeep wants to have certain items in their protective care. Some of it is due to the awesome power of those items. Other items bear wickedness within the steel and leather used to create them. Either way, the temple's head clergy wish for any courageous adventurers to bring back to the light what was lost in the darkness. The alignment of the bold souls matters not to the clerics as they believe everyone will be won around to their line of thinking in due time.
Some of the items they would like to see back in their careful hands are Umberlee's Trident of Pain and her Armor of Ice, Tymora's Armour of Luck and Longsword of Luck +7, not to mention anything by Bhodi and Muriel. Each of those sets will have it's own separate "bounty" in place, especially the one for Muriel. They know it may take you a while to find everything, but they have the patience of saints. (They make watching grass grow look like a contact sport.)
Completion of each of these quests will send you a little farther towards Lawful Neutral. Depending on what you are handing in, the step may be a little farther than you think. As far as I know, nobody has found all the items in each of those sets, so once more Ziroc will need to fill us in on what each of those collections DOES in fact entail.
5) All's Well That Ends In The Well -
A young sage (with a lot of gold behind her apparently) would like to bring back a few choice items stolen from a private collection over fifty years ago. She is certain that you will be able to recover these items for her. A few of these items are Shawsaw Rimstym's Shortsword, the Waterdhavian Flail and the Waterdeep Helm of the Ages. A suitable reward will follow for anyone able to find all of what she needs.
6) A Rage Of Mages (Prime Time Edition) -
Remeber Veltsmotisi? Or Mordok? Perhaps the little lady Muriel? Well, there are THREE rival groups of wizards searching for their powerful "left-behinds," one of them being spearheaded by a former student of Khelben Arunsen himself. Only one of these alliances will succeed in acquiring all of these items, and each of them is willing to "loan" some assistance in getting these items back. The moment you get in contact with one of the groups, you will learn immediately of the other two. It is up to the PC to choose which way their conscience will guide them. There are a few unique and rare items each of these groups wants as well, and they'll spare no time telling you this. They also won't spare any expense in getting them back.
Be warned once more: wizards are not a truly sociable subdivision of sentient life. Crossing their paths is dangerous business, but crossing them in a business sense is even more hazardous to one's health. You are guaranteed to have at least one group trying to slay you the moment you finish one of the three subquests, and keeping your new employers alive will be part of the requirements to finish the other two subquests. (id est: kill the fireball-throwin' bastiches before they kill your bread and butter.)
7) The Lady Is Not A Tramp -
This one is a quest that would get you a brand new high level female monk into your party. All you would have to do is get her all the items by Suni and you'd be good to go. Oh, she would need to keep the items with her in order to be part of your entourage. (id est: once she has the items, she keeps them on her person. they cannot be removed from her if you wish her to remain a henchman.) First you would have to meet up with her... inside of The Drow City. Not exactly a place you'd expect to find help, but whatever works. (Yes, she too needs for the player to have a Ring Of Translation on them, but she WON'T be a dark elf.) You'd have to have a very good Persuade or Lore skill in order to convince her to join you. If you don't, she'll simply take the items, give you something to make up for it, and take her leave of you. (At that point and time, she would be hireable as long as she had all the Suni items on her person.)
Monsters And Other Foes To Consider Before Taking These Commisions:
Anything and everything within the Undermountain. As usual. What, you thought that would change because you were on a mission for the church or something? Give it up, already. Hope is dead, here, if what you were dreaming about was a utopia within the Undermountain.
Brand New Things Out For Your Gizzard And Gallstones:
- angry mages of all sorts and specialties
- brand new assassins and shadowdancers
- estate guards
- certain religious zealots who think you need a permanent cleansing...
- brand new trolls (who want Moander's items for themselves... not a good sign)
And What Do You Get Out Of All This Pain And Torment:
Experience points? Yes. Gold? You know it. Brand new items? Only in the case of very generous individuals who want to make sure you don't try to stab them in the back. A knife to the gut? Well, I never said you could trust all the people you are working for here, now did I? A lightning bolt straight through the nostrils? There's a reason they say that dragons and wizards should be left alone to sleep as long as they want.
Notes For The Unwise And Unwary:
- none yet.
[ 01-25-2007, 10:04 PM: Message edited by: Mozenwrathe ]
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There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you.
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