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 Brainstorming a trip to the Vale of Lost Voices

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T O P I C    R E V I E W
KnightErrantJR Posted - 21 Sep 2005 : 08:03:19
I am thinking of having the party follow a band of Jaelre drow into the Vale of Lost Voices searching for a kiira that can teach the old "weave mythal" ability for Myth Drannor, allowing them to use their magic normally within the city, and to summon and teleport at will.

I want them to run into a Baelnorn, but other than finding such a guardian, I am trying to think what else the party may run into in the Vale.
23   L A T E S T    R E P L I E S    (Newest First)
Crennen FaerieBane Posted - 21 Oct 2005 : 14:27:43
Funny, no matter how much time you brainstorm and drop hints, your PCs always seem to go that opposite direction. Ah well... same thing is happening in my current campaign - but I am going to stick the darn artifact in the Vale so they can't skirt it.

C-Fb
KnightErrantJR Posted - 21 Oct 2005 : 04:38:49
Well, the players went in a different direction, so I used one of my premade adventure pop ups for the various contacts in Mistledale, and the escorted a Zhentarim informant from the White Hart Inn to Shadowdale. So I still have a while to keep detailing this pet project.
Crennen FaerieBane Posted - 14 Oct 2005 : 02:41:07
Give up the Star Wars session? Alas! I am running a marathon game for my wife on Sunday, since I was in Boston - making the time up for her.

Well, throw me some specifics and I'll see what I can brainstorm to try to help you.

C-Fb
qstor Posted - 13 Oct 2005 : 19:36:03
quote:
Originally posted by George Krashos

Eric Boyd once came up with an adventure proposal for the "Vale of Lost Voices" ...

There's a mad, unwashed dwarf who lives there - NPC mentioned in the Ol' Grey Box (Durkin was his name?) and the special green elf baelnorn noted in the "Cormanthyr" product (they are fighter baelnorn, not wizards).
-- George Krashos



If you're using 3e, corpse template from the BoVD might work well for these. Just use an elven fighter as the base.

Mike
KnightErrantJR Posted - 13 Oct 2005 : 06:38:57
The Wood Elf baelnorns will be about in the forest, but there would be a traditional wizard baelnorn of gold elf extraction in the tomb itself. Now the only problem is that my players want to play D&D next week, switching out usual Star Wars session, thus making this project a bit more . . . hectic.
Crennen FaerieBane Posted - 13 Oct 2005 : 02:50:12
quote:
Originally posted by KnightErrantJR

My thoughts on the gold elf crypt was to have it be beautiful stone structure on the outside. When they enter the place, they will find that the ceilings reflect the sky above them down toward the bottom of the crypt, thus allowing for gardens and the like inside. I don't want it to look at all like what they expect in a crypt. It will be like an indoor park.



That does make sense because the Gold Elves would have only built items of beauty. What you could also do is have a mirror system built in so that even sunlight reaches the lower levels of the tomb. Or if you don't want the mirrors, perhaps simple magic items that store the sun's natural light.

Is this the tomb where the Baelnorns are going to reside? Because it might be a shock to see the Baelnorns moving about in sunlight as well, and tending the gardens as it were.

Just some thoughts.

C-Fb
KnightErrantJR Posted - 09 Oct 2005 : 04:36:01
My thoughts on the gold elf crypt was to have it be beautiful stone structure on the outside. When they enter the place, they will find that the ceilings reflect the sky above them down toward the bottom of the crypt, thus allowing for gardens and the like inside. I don't want it to look at all like what they expect in a crypt. It will be like an indoor park.
KnightErrantJR Posted - 08 Oct 2005 : 00:15:36
Alright, I have some ideas about the swords that the Drow have managed to find in Myth Drannor. The swords were under wards and guarded becuse they were originally created by drow, during the time that Shadowdale was the Land Under Shadow. An ancient drow wizard and secret Vhearunite named Yaen'riil Zauztovyr was probing ruins near Myth Drannor, and was foiled by a baelnorn from the Nolossae gold elf clan.

Yaen'rill was so enraged by his defeat at the hands of the Baelnorn, he created twin swords, utilizing, in part, the souls of his own twin sons to power them. The swords are +5 flaming unholy undead elf bane longswords. While Yean'rill and his agents managed to slay several baelnorns and other elven spirits, the Nolossae baelnorn managed to destroy the drown and locked the swords away.

Any problems with my newly created swords so far?
KnightErrantJR Posted - 01 Oct 2005 : 01:16:24
Crennen, actually game time is two years before the Last Mythal occurs. They are still dealing with the fallout from the Shadovar returning.
Rinonalyrna Fathomlin Posted - 30 Sep 2005 : 19:22:28
quote:
Originally posted by CrennenFaerieBane

Well, I'm sure their are Elves that are still located in the Dales who don't take too kindly to people running through the Vale.


Agreed--I believe the novel Heirs of Prophecy had a lot too do with the insular and unwelcoming attitude of these elves. In fact, the novel mentions that non-elves trespassing through certain areas are liable to be killed on sight, but this may have changed in recent times, considering the events in the novel. After all, the novel Farthest Reach features a meeting of humans (mostly) on the banks of the forbidden lake from Heirs of Prophecy!

It could also be different takes on the area by different authors, though.
Crennen FaerieBane Posted - 30 Sep 2005 : 13:56:55
Well, I'm sure their are Elves that are still located in the Dales who don't take too kindly to people running through the Vale. I mean, their is a lot of history and elves take their past very personally - "dhaerow" anyone?

Their might be some Green or Copper elves, but there may be some Moon elves or 1/2 elves from the Dales surrounding the Vale who have a system that helps set up protection for the area. And now, since the Drow are surely around, the elves have probably stepped up the defense.

KEJR - Are you incorporating the Last Mythal series in your game? Because that could also change the dynamics of it all.

C-Fb
Vangelor Posted - 28 Sep 2005 : 04:25:22
quote:
Originally posted by George Krashos

Eric Boyd once came up with an adventure proposal for the "Vale of Lost Voices" ...

There's a mad, unwashed dwarf who lives there - NPC mentioned in the Ol' Grey Box (Durkin was his name?) and the special green elf baelnorn noted in the "Cormanthyr" product (they are fighter baelnorn, not wizards). Other than that, tombs of gold, moon and green elves although IIRC, Eric had postulated that only the gold had crypts/tombs as we would recognise them. The moons used earthen mounds/barrows and the greens were buried under living trees.

I wonder how that Starym crypt finally ended up ...

-- George Krashos




I have to dig up that old sourcebook, then. My wild elf game is set in Cormanthor, and the hidden settlement was founded by green elves before they renounced the High Magic and the other "errors" if civilization which they blamed for the devestating Crown Wars.

Warrior baelnorn sound interesting... Though I am thinking my clan quit becoming / creating baelnorn about the same time they gave the rest of it up.

And on that note...

How about a wild elf band that is offended by the intrusion of adventurers as well as the Drow? The wild elves don't want people stirring up Myth Drannor - the disaster is too recent, and too strongly illustrates their grievance against callous vyshaan who put their pride and power before nature's delicate balance.

A party of good adventurers should be reluctant to fight against an otherwise inoffensive native population. Finding a way to win the help - or at least non-interference - of the elf tribes could make a challenge of a good non-combat sort and let your bard or what have you show off his Diplomacy.

And if the party doesn't have a diplomat... Well, that is hardly your fault, is it? Coming through such an encounter alive and with their "Good Guy" credentials intact could be a challenge.
KnightErrantJR Posted - 26 Sep 2005 : 05:10:59
I'm thinking of making the undead bane weapons proof against fear as well, but I need to make sure that the drow have done something to make them less than useful to the PCs if they get ahold of them, perhaps making them unholy as well, since my PCs are now complety 100% good aligned. That is to say, each one is good, not that each individual is 100% good, lol.
Asgetrion Posted - 23 Sep 2005 : 18:41:17
quote:
Originally posted by KnightErrantJR

Yeah, I had just read a rehash of some of that info in Lost Empires of Faerun, about the green elf baelnorns and the various types of burial rites. I planned on Durkin, he who has only bathed in the rain for the last 50 years, at least as a cameo (hey, I worked Luvon Greencloak and Alok Silverspear into my campaign . . . ),

Of course, ironically the same area that mentions the info on the Vale also says that the Drow won't go anywhere near it . . . which is why I am having them armed with a nasty undead bane weapon that they happened to find in Myth Drannor, which gives them a bit more courage to brave the baelnorns and other elven spirits . . .



Sounds really interesting to me I like that you have planned to use the good ol' Durkin, Luvon and Alok

I think that the drow would brave the threat of Baelnorns with an Undead Bane weapon... (knowing that there are some powerful elven undead guardians in the Vale - I don't think they know the exact nature of these guardians).
KnightErrantJR Posted - 23 Sep 2005 : 00:50:01
But the infamous Mourn Ninefingers is on hiatus right now since school is in session, so the party is only the three humans, the druid/rogue, the cleric of Helm, and the brand spanking new Tunlander barbarian. Ironcially, they may have an easier time WITHOUT the elf along, lol.
Crennen FaerieBane Posted - 23 Sep 2005 : 00:37:20
Well, the Baelnorns probably won't attack the party unless they are obvious tomb robbers or have come to destroy/hurt the Elven lands. Look at the Baelnorn in RotA, he was helpful because it helped his land get cleansed of evil. But then again, your Lythari has that evil streak.

C-Fb
KnightErrantJR Posted - 22 Sep 2005 : 20:41:45
Yeah, I had just read a rehash of some of that info in Lost Empires of Faerun, about the green elf baelnorns and the various types of burial rites. I planned on Durkin, he who has only bathed in the rain for the last 50 years, at least as a cameo (hey, I worked Luvon Greencloak and Alok Silverspear into my campaign . . . ),

Of course, ironically the same area that mentions the info on the Vale also says that the Drow won't go anywhere near it . . . which is why I am having them armed with a nasty undead bane weapon that they happened to find in Myth Drannor, which gives them a bit more courage to brave the baelnorns and other elven spirits . . .
Reefy Posted - 22 Sep 2005 : 14:09:25
quote:
Originally posted by warlockco

quote:
Originally posted by George Krashos

quote:
Originally posted by Kajehase
Scary?



Well it was a question of dealing with those 'forbidden magics' that the Starym were prone to dabbling in. Eric really should look at re-submitting that one.

-- George Krashos




So we all should lean on him then?



There's no 'should we' about it.
warlockco Posted - 22 Sep 2005 : 08:41:28
quote:
Originally posted by George Krashos

quote:
Originally posted by Kajehase
Scary?



Well it was a question of dealing with those 'forbidden magics' that the Starym were prone to dabbling in. Eric really should look at re-submitting that one.

-- George Krashos




So we all should lean on him then?
George Krashos Posted - 22 Sep 2005 : 08:09:44
quote:
Originally posted by Kajehase
Scary?



Well it was a question of dealing with those 'forbidden magics' that the Starym were prone to dabbling in. Eric really should look at re-submitting that one.

-- George Krashos
Kajehase Posted - 22 Sep 2005 : 06:29:56
quote:
Originally posted by George Krashos


I wonder how that Starym crypt finally ended up ...



Scary?
George Krashos Posted - 22 Sep 2005 : 01:53:10
Eric Boyd once came up with an adventure proposal for the "Vale of Lost Voices" ...

There's a mad, unwashed dwarf who lives there - NPC mentioned in the Ol' Grey Box (Durkin was his name?) and the special green elf baelnorn noted in the "Cormanthyr" product (they are fighter baelnorn, not wizards). Other than that, tombs of gold, moon and green elves although IIRC, Eric had postulated that only the gold had crypts/tombs as we would recognise them. The moons used earthen mounds/barrows and the greens were buried under living trees.

I wonder how that Starym crypt finally ended up ...

-- George Krashos
Crennen FaerieBane Posted - 21 Sep 2005 : 14:20:19
Spirits of the restless dead who may not want any non-elves to enter the vale. These could be banshees, wyrds (From Mystara MM), any other traditional undead might work as well.

If you have any, you could look to the Eberron monsters that are related to "The Undying Court." These would probably act like perfect guardians to Elven treasures as that is basically their role in that other campaign setting.

Thank gosh for the Edit button - check the back of the Evermeet 2E book - Reverend Ones may work as well, and would probably work alongside a Baelnorn.

C-Fb

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