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KnightErrantJR
Great Reader
    
USA
5402 Posts |
Posted - 27 Feb 2007 : 02:51:10
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I'm going to post the general outline for the "last approach" for my Mistledale Campaign, what the big finish will be, and what is going on. I wanted to see what everyone thought about it, if anyone has any ideas on some fine tuning for this overall outline, and if you guys have any particular thoughts on what encounters to throw in to make the various parts exciting.
Mind you, it could be a while before this really does wrap up, given that my friend only comes home once every few months, but last time we played, we "caught up" on about 11 hours worth of gaming that weekend.
Thanks in advance all.
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KnightErrantJR
Great Reader
    
USA
5402 Posts |
Posted - 27 Feb 2007 : 02:51:45
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The Conclusion:
In a flying castle powered by the lesser Mythallar that the Harpers planted on the Zhentarim, the Shadovar diplomat, various shade apprentices, renegarde Red Wizards and Halruaan Elders, and a number of Spelljamming ships, bound and captured Arcane and Krinth, all ready for sacrifice, as well as a powerful Yugoloth to aid in the sacrifice portion of the ritual.
If the ritual is completed, the Crystal Sphere that Faerun is in will be cut off from Spelljamming traffic and will utilize the Scepter of the Sorcerer Kings to temporarily block nearly all divine intervention from occuring on Toril, thus giving Shar free reign until the 10 days of separation are done.
Thus the players in this case are:
The Shadovar Diplomat
The Shadovar Apprentices
The Haluraan Elder Renegade
The Thayan Renegade
The Yugoloth Representitive
A Blue Dragon Ally
Mitigating Circumstances:
The PCs can recruit a number of allies to aid them in this fight. The following allies will be able to be recruited, and what needst to be done, and who they counter.
Cultists of the Shattered Peak; counter Halruaan, Thayan, Shadovar Apprentices; must find a hidden cache of black mithril armor and various anti magic items created by the dwarves of Ammarindar to aid in the assault.
Teyyib-kher; brass dragon to counter the blue dragon ally, will send a member of her clan, which is venerable and well respected, but has suffered since Malagrys has united the blues of Anauroch. Teyyib-kher wants the PCs to raid a blue's lair to show that they are worthy allies.
The Elves; the inhabitants of Myth Drannor aren't ready to face the Shadovar yet, but they are willing to give the PCs a blessed item that can banish fiends from a given area (automatically cleansing the castle of the Yugoloth). The Selunarra expect the PCs to be able to retrive the remains of an allied baelnorn to them, trapped in the recesses of a lich's lair.
Distractions/Red Herrrings:
(The Heart of Sorrow/Crossroads Side Quest)
The Heart of Sorrow is bound to a Shadar-Kai that has used it to enter secret places in the Crossroads and Backroads and begin to expand the Between into Faerie, while leading a force of unseelie into seelie lands.
The Shadar-kai has a heart grafted to it that actually belongs to Mielikki's son, who died fighting Malar but is bound to the heart. If the heart is “resurrected,” it will return to being Mielikki's son, and if it is destroyed, the Shadar-kai leader will be unable to maintain the gains of the Between against the realms of Faerie.
Upon entering the crossroads, the PCs can go either down the dark path to the edge of the Between, or down the light path, to try to gain allies from the fey creatures. The PCs can get the crystal rose and temporarily free the crossroads and protect the seelie, but this is only a temporary fix, and the rose's power will only function if it is taken to a specific grove to “fix” the crossroads.
If the Shadar-kai leader isn't dealt with, eventually the crossroads will be assaulted again when the Shadar-kai attack the grove en mass with shadow creatures.
(War in the Marsh of Tun Side Quest)
The forces of Thaalim Torchtower have made a major push to attack the other tribes of the swamp, and a new leader of one of the tribes manages to rally the tribes to his side. He wants to rally the Mir with his cause to attack Thaalim and his forces.
The battlefield that is the “chosen” spot is surrounded by rocks with various Loross ruins inscribed in them, and if someone knows what the ruins are, they will be inscribed as a major circle of “sacrifice,” in which each death will serve to power a given magical effect.
The cosolidated leader is actually a Karsite, a person with a strong bloodline from the fallen Arcanist/Dead God Karse, and the sacrifice actually serves to infuse him with magic, despite the fact that he is barred from the Weave.
If the PCs don't detect this strange marking on the stones before the battle occurs, Thaalim will still be alive, but captured, and will tell the PCs that if they agree to let him live when this is all over, they can rally his ally, the black dragon Skurge.
Either Stilgar can fight the Karsite, if the ruse is found out, and then his Shadovar allies unleash various evils, or if the PCs didn't stop the Karsite, Skurge will destroy him, and Skurge and Thaalim will stand against the PCs, but will attempt to escape at the first oppourtunity.
(Mourn's Temptation/The Mound of the Darkbringer)
Mourn will get a gift from an unknown source, and a map to a new place if he wants new gifts. This actually leads to a mound once dedicated to Moander, and it contains portals that also have snared a captive aspect of Malkzid, which is trying to free the various shattered aspects of the Branded King, and is seeking to gain Mourn as an agent. The harvester devil that has been working on Mourn is actually now tied to this aspect of Malkzid, and is leading Mourn to him.
The PCs, if they go with, will have to fight through an infested dungeon complex that was once sacred to Moander, and will have to decide if they will let Mourn make a deal with Malkzid or will free the Branded King's aspect.
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