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Rod of Seven Parts in Dark Sun
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<blockquote data-quote="Eltab" data-source="post: 7072460" data-attributes="member: 6803337"><p>Interesting places:</p><p>- A mudflat rising out of the Sea of Silt. Somebody has taken over the place and fortified it. The someone does not realize that the ancient foundation he built his fortress atop has a secret entrance going downwards; nor that a piece of the Rod is in his deepest sub-basement. Nobody realizes that when the Rod-piece is taken away, the mudflat will dry up and be covered by the silten 'waves'.</p><p>- Much like Masada, Israel or the US desert southwest, a mesa-top is home to an aaracockra tribe. You have to negotiate safe passage across their hunting territory (the lands around) to get where you want to go next.</p><p>- A small poor village hidden in a fold of the hills, populated by escaped slaves. One of them knows a clue to the location of another Part of the Rod. The others may not want to let the PCs go, because they might 'spill the beans' of the village's location. Plot twist Mk 1: the informant escaped a very long time ago and his knowledge is out-of-date. Plot twist Mk 2: the informant just escaped recently and Powerful Forces are searching for him.</p><p>- A fortified tower rises above an oasis. The merchant clan who owns this tower wants you to pay a toll or do them some favor in return for the privilege of drawing water from their well.</p><p>- An ancient ruin, up in the mountains, far away from any civilized lands, holds a piece of the Rod. Getting there is more than half the battle. (This should evoke 'climbing Mt. Everest', but sideways not upwards.) Inside, pick some really old Earth culture which is NOT represented by any Sorcerer-King's city-state, and be as descriptive as your PCs will listen to.</p><p>- The most unlikely person possible has a piece of the Rod and is wandering about with it, not knowing what it truly is. (I recommend an Elf, so he might be totally faking everybody out - April Fool's!)</p><p>- The Deepest Desert has a hidden oasis, and a part of the Rod is in there.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7072460, member: 6803337"] Interesting places: - A mudflat rising out of the Sea of Silt. Somebody has taken over the place and fortified it. The someone does not realize that the ancient foundation he built his fortress atop has a secret entrance going downwards; nor that a piece of the Rod is in his deepest sub-basement. Nobody realizes that when the Rod-piece is taken away, the mudflat will dry up and be covered by the silten 'waves'. - Much like Masada, Israel or the US desert southwest, a mesa-top is home to an aaracockra tribe. You have to negotiate safe passage across their hunting territory (the lands around) to get where you want to go next. - A small poor village hidden in a fold of the hills, populated by escaped slaves. One of them knows a clue to the location of another Part of the Rod. The others may not want to let the PCs go, because they might 'spill the beans' of the village's location. Plot twist Mk 1: the informant escaped a very long time ago and his knowledge is out-of-date. Plot twist Mk 2: the informant just escaped recently and Powerful Forces are searching for him. - A fortified tower rises above an oasis. The merchant clan who owns this tower wants you to pay a toll or do them some favor in return for the privilege of drawing water from their well. - An ancient ruin, up in the mountains, far away from any civilized lands, holds a piece of the Rod. Getting there is more than half the battle. (This should evoke 'climbing Mt. Everest', but sideways not upwards.) Inside, pick some really old Earth culture which is NOT represented by any Sorcerer-King's city-state, and be as descriptive as your PCs will listen to. - The most unlikely person possible has a piece of the Rod and is wandering about with it, not knowing what it truly is. (I recommend an Elf, so he might be totally faking everybody out - April Fool's!) - The Deepest Desert has a hidden oasis, and a part of the Rod is in there. [/QUOTE]
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