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Joined: Nov 05, 2013 Posts: 2803 Location: Brazil
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I don't think I will continue this game, so I will just end it here. But at least I will give an explanation about the rest of the story, up to the point I created and some highlights.
Going north from the underworld entrance, after one encounter, PCs would find a pillar hall (also called The Hall of Bones). Here they would find a huge pile of bones, all creatures eaten by the aberrations, including the miners. Also they would find the proof required by the mayor and a means to return to the surface. Most of the battles inside the underworld would be against these aberrations, seven variations of it, on purpose they were unnamed, so the players could name them whatever they wanted.
Returning to the city would solve the first minor quest, making the mayor give the major quest, which was to remove the threat to the town. This was a level 5 quest, in other words a huge XP bonus and he would offer more than the double in money. When leaving the town, after the first minor quest completed, would trigger another quest to be given by the town mage. He would ask the players the retrieve his stolen amulet from his missing apprentice.
After the pillar hall, players would find the biggest map of the game, a labyrinth with shifting walls and many traps. Two maps were created for this scenario, one for the DM and one for the players. After the labyrinth, the path would again split in two, one leading to the temple where the apprentice was hiding with his army of newly created warforged, or another path that split many times leading to many small encounters, but one where Oscar Schmidt was.
Two encounters were timed in this part, reaching the temple too soon, would encounter live opponents against the traps, making a chaotic battle from the opposing party and PCs versus the traps. Otherwise PCs would find them dead. The second timed encounter was the encounter containing Oscar Schmidt, a fight with the PCs and two different opposing parties while trying to save him, if the players arrived before he was killed. Otherwise he would be dead already and the quest lost.
Each path would have a way for the PCs to find the hideout of the aberrations, which was concealed at the pillar hall, the apprentice carried the real amulet and Oscar Schmidt carried a fake version, both would open the way. But the real amulet if not returned to Pors Destip could be used for the PCs advantage at the second part of the game, the White Tower.
The fight against the apprentice (level 7 mage) would be a fight with a skill challenge at the same time to convince him that the PCs were not sent by Pors Destip (level 14 elite mage) to murder him, which could be solved peacefully (only one of the 2 encounters which could be solved this way). At this encounter a one-way teleporter to near the town.
Inside the hideout there would be three encounters against the aberrations, culminating against the boss, which obviously would not be the real villain of this adventure. But killing him would solve the major quest given by the mayor.
Before returning to the town PCs would be warned by a ghost against a bigger threat, the exarch of the god spoken by Xilvan. The exarch was disguised as one of the NPCs. The PCS would be received as heroes, but at the day after their arrival at the party to their victory. The exarch would appear and kill everyone, including the PCs if they did not follow the ghost advice. The ghost by the way would be encountered later at the White Tower, and his body was encountered before at encounter 5. He was an ancient hero who saved the world from this same exarch at an old battle and died trying to escape the cave.
At this exact time, the captain would return finding everyone killed, but the PCs, initiating the climax of the first part of the game. When the whole town would go for the players head, in an epic escape sequence of three fights while fleeing, with a skill challenge to flee, followed by a mob of enraged villagers, culminating in a fight against the captain himself, his elite soldier and some guards. The only way to escape the town alive would be to enter the White Tower, a dimensional place with one entrance concealed at the mage tower. Players would know this before at the cave at the fight against the cave boss.
At the White Tower, they would find pretty soon a huge talking statue that would demand for them to tell jokes for its amusement, another modified skill challenge. At the room of the statue, an ancient object that would bestow a boon for one PC, changing him forever. If he was a magic user, he would gain warrior abilities and the contrary for a warrior, substituting some encounter powers, giving a good pump at his stats, and some other changes. At the tower, they would have a fixed amount of time to defeat it before the exarch was able to release his god on the world, ending the way it was forever. At the tower, was the place where the food problem would be really evident.
And that is what I had created, the rest was to be fulfilled later.
Last edited by True_Believer on Thu Dec 11, 2014 6:24 pm, edited 1 time in total.
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