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Old 01-31-2007, 06:29 PM   #31
Mozenwrathe
Symbol of Cyric
 

Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
Sad

Now, with all the work we have put into Levels Six and Seven, not to mention Ziroc's revamping of the original Waterdeep sewer system, I was wondering where next to go with my mental meanderings. And then I read through an instant message sent to me by one of the good people here. I had completely forgotten our "friends" within The Underground Desert. So I wish to present a few more quest concepts provided by a few others, not to mention a couple expanded and revised Jump-Off locations. (Some already exist, others only exist within my head.)


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Title:

And Your Bones Will Bleach In The Sun...


Head Writer and Organizer:

Mozenwrathe


Authors and Contributors:

toot033, Garnet FalconDance, nwnrogue, Roddybug


Concept:

I wanted to bring together a few different tales from the desert. Not all of them were created by me. In fact, very few of these were. However, there is so much potential that I normally flee past inside of The Underground Desert I wanted to give it more life and liveliness. Sure, a store down there would be wonderful, but there would have to be reason for it. Secondly, there would have to be a solid reason why the traders down within the Underground Desert already wouldn't have heard of it, or if they have why they never discuss it. So, before I went into a rant about "Stores Everywhere!" I started reading through a few sourcebooks. And what I found amazed me. Some of it I had read previously, but years ago. Some of the ideas put forth were completely new to me.


Storylines:

1) Shaken Not Stirred (this is all toot033's work) -

(Please note, this is connected with The Lizardrealm on Level Ten.)

In the area where the nature giant is there is a chest. Within this chest, there would now be directions to free the "True Lizardrealm Regent." This Regent had been captured by the Trollbark Troll known as "Link." In order to read the scroll, a Lore check will be required (DC 30 or more). There will also be directions of which to find where the Trollbark Troll and his minions have hidden themselves as well as this Regent. In the scroll, it will detail about how he was a benevolent ruler and was looking to end the endless bloodshed between his people and "the pale and frail scaleless ones." Perhaps if you rescued this Regent, the lizardrealm might actually become a less hostile place? One never knows, and a challenge is always welcome to a true adventurer...

Now, to free him you would have to gather certain ingrediants in order to weaken and shatter the crystal prison he is contained in. The elementls you would need are the following: four jugs of fire wine, the skulls of two gargoyles, one forgeable flawless topaz, three flasks of water, and three skeleton knuckles. As well, you will need to discover both the obsidian mortar and the onyx pestle to place this all in. (Don't worry, the skulls will fit into it.) In order to get these to work together, there are runes on the side of the mortar and pestle which explain what must be done to activate it. The items must be placed into it in a certain order: fire wine, topaz, skulls, knuckles, and finally the water. If this is done wrong, a demon will be summoned and assail those in the vicinity of the mortar and pestle. Every Time. (No XP to be gained for defeating the summoned demon.) As well, the mortar and pestle will only work when you are close to the crystal prison of the True Lizardman Regent.

After doing it correctly a mist comes from the mortar and pestle (both immediately removed from your inventory), and the voice of the "Regent" is heard. "Fools and wretches all! I was I was entombed by my own kith and kin for lack of vision. A new day arises with my awakening! You whom have allied yourselves with my worthless kindred shall be the first to fall under my might and that of my new legions..." After his little speech (of which there would be more text to read through) there would be an explosion causing 4d10 worth of damage (1d10 Magical, 1d10 Sonic, 1d10 Fire, and 1d10 Bludgeoning) and Stunning (terrifyingly high save required). As he rises from his prison, his new "allies" would appear with him - Trollbark Trolls. It appears that he was going to ally himself with the trolls and the rest of the clan did not like it. The scroll you found was created by his allies so that some brave souls would set him free for them. The Regent would be a blackguard/weapon master (using bastard swords of course) and his legions would be trolls (seven to twelve) with barbarian/weapon master levels.

Slaying him would put you on the path to Lawful Good and net you some nice experience for your trouble. Items to taste.

2) A Return To The Ice Age -

I just want to see the ice region within the Underground Desert expanded to around thrice to seven times its current size. Perhaps with a few new one-way gates to new and rather hostile realms. One to an expanded Limbo (where the prismatic dragon is), One to Perdition (where a few new foes would be waiting for the unwary traveler), and the final one elsewhere in the tombs on Level Eleven. Perdition's own exit would either send the PCs back to Level Nine or somewhere else Ziroc found amusing and suitable. Within Perdition, a few creatures from the Ravenloft setting would be looking for something more than midnight snack, and the PCs would be a perfect nip and tucker for their teeth to grind and tear at...

As well, the current ice region would come with a few quests of its own. One of them would be to RETURN the set belonging to Umberlee to the temple of Auril (buried deep within the expanded realms). This quest would set you firmly on the path towards Neutral Evil. The High Priestess Of Biting Frosts would be on equal strength as the Cult Of The Dragon High Wizard. Except she'd look better in a corset. And is probably less likely to leave your bones to roast in the sun. If you do as she asks, she won't attack you. If you defy her, or betray her, then you are dead. (Her words, not mine!) Her immediate followers would be more powerful than the priestesses you faced before.

3) Damnation In Degrees (a.k.a. Anauroch Was Never As Harsh As This) -

The desert sands hide quite a few tombs and mausoleums underneath. There are at least two which have already been shown. Two more would make their appearances, and the two largest of the current regions would undergo massive overhauls. More twists and turns, even more undead than before, and at least three brand new foes to face. Especially as the farther you travel within one of them, the weaker you begin to feel...

The reason for that would be the dread elder mummy Khal'Nashood Vintep. What makes him even more frightening was that he was born within the Mists Of Ravenloft, and purposely *released* by the Dark Powers into Faerūn. Within his personal realm, his powers are tragically grotesque. Cursed to forever tempt fate, he has created bounties and organizations through his magical powers specifically to hunt down and slay mummies and other elder undead. As one can tell, none of his efforts have succeeded yet. His personal treasure trove rivals that of lesser dragons, and it is rumoured he has mastered the art of golem creation in his centuries of being under the earth. If this is so, at least he could not create anything made of steel or other metals - he does not have access to that much material. What he does have, however, is an abundance of flesh and sorcery to make up for such a loss. It is rumoured even now that another mummy seeks to overthrow him underworld necropolis. That would be frightening enough, but the legends say that the other mummy walks in the guise of regular humans...

4) Farther Down The Rabbit Hole... -

After completing the beholder quest, one of the member of the "Good Camp" asks you to double check the area to ensure no more beholders are within their storage tunnels. When you go down, you are unnerved to discover a hidden wall. Opening it, you find there are even more tunnels to look through. Within them, there are no beholders, but what you DO find there is somewhat more disturbing. The tunnels wind out and around underneath the Underground Desert, leading you off to find yourselves facing creatures which have no justifiable reason being there. (Of course, you know that Halaster had something to do with this.)

At the end of it, there will be a small waterfall with fresh water. Perfect for the camp of peaceful travelers, but the creature by the waterfall guards it jealously, and is completely uninterested in sharing it with anything - least of all two-legged meatsticks which refuse to stay still. If the adventurers are successful in subduing the creature, there will be a new reward from the camp. (This quest will touch you towards Good.)

5) Touched By Sorrow -

Of the Seven Sisters, the tale of Syluné is a heroic and tragic one. Even more so when it has been discovered a collection of her verses (poetry, prose) was stolen from her gravesite. The agents of the Harpers, Khelben Arunsen's acolytes, and more than a few "private collecters" are interested in its return. Somehow, word made it back through the Undermountain that its last location was inside of the Underground Desert. Where exactly is a mystery, but it wouldn't be surprising if it was within one of the tombs. More than one voice has spoken up about wanting the safe return of the tome, but to whom you may return it to is your own choice. Just remember, the tome itself may have powers all its own and you may not wish to give it up so readily. As well, knowing the history of its owner and her ultimate fate, getting rid of the book might not be as easy as finding it. And finding it won't be a breeze and tickle to begin with.

6) Something Is Very Wrong (a.k.a. The Zhentarim Are Coming!) -

Turns out that "Z" flag we have grown to know isn't for Ziroc (as many of us thought), it is for the Zhentarim. They have themselves a small fortress hidden underneath the sands, and have started training and recruiting any mercenaries or sorcerers they can find. Clerics have a different option whenever they are discovered: Serve Bane Or Die. As you may have guessed, there has been a decided upswing in converts as prisoners are slowly indoctrinated and become fully fledged members of The Black Network. The spread of the Zhentarim is a slow and deliberate one, but far more insidious than Xanathar's Thieves are or even the Kraken Society. (And yes, it is spelled Xanathar. Using an official book to hunt down this information. Don't worry though, no matter how they spell it, they are still out to kill you. Cheers, mate!) To make matters MUCH worse, one of the three Manshoon clones himself rules this roost.

Within this hidden fortress, there are many dangers, traps, and enemy agents. Prisoners abound - some tortured, some brainwashed, a few experimented on and worse. No matter which way you turn, however, the Church Of Bane presides and gathers more strength. The deadly forces of the Zhentarim are poised to make a resurgence within Waterdeep at this rate, unless someone does something to stop it. Surely "The Blackstaff" would have done something about this if he had heard about it. However, it is certain Halaster Blackcloak used his almost godly influence within his personal domain to keep anything from leaking out. After all, it would "spoil his fun..."


Creatures (Original, Revised, Revisited, and Hungry For Your Eyeballs):

- everything currently found on Level Eleven
- Trollbark Troll Legionnaires (barbarian/weaponmaster)
- newly revised golems (dust golems, flesh golems, bloodbound golems, clay golems)
- newly revised undead (see other Jump-Off posts for quantified ideas)
- the church of Ereshkigal
- the legions of the Zhentarim
- the newly reformed and strengthed church of Bane


New NPCs To Be Encountered:

- there is the possibility of one or two new henchmen within all of this. however, given where they would be, having extra items within your inventory to give to them would be highly adviseable. they would be prisoners in two completely separate locations, and rescuing them would be a chore and challenge within itself. (see Jaraos for details.)


And Those Who Rule Over All:

- the High Priestess Of Frost (Auril's emissary)
- the True Regent of the Lizardrealm
- Khal'Nashood Vintep (greater elder mummy)
- El'Niyati dol'Yogini (human looking, "ancient dead", high priestess of Ereshkigal)
- Manshoon, leader of The Black Network within the Undermountain

Notes To Be Followed:

I made some adjustments to toot033's original concept to make it easier to code in. This doesn't mean it would be any easier to complete or survive. In fact, there were a few creatures added into the mix in order to make up for the alterations I made.
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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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