Epic FR plot needed...HELP!?!?!

NeuroZombie

Explorer
I am about to start an FR campaign and I want to run an epic-style game, a save the world kinda thing. I usually run a more "realistic" game, and I want to try something different this time. I ran FR for 6 years from the time of the original 2e set first came out, and then lost complete track of the setting until now.

I have been thinking of the Drow in Cormanthor/Zhentarim/Red Wizards/Cult of the Dragon plots in the Dalelands, but I cannot think of anything "end of the world" for them.

Any ideas, suggestions or hints to get me started?

Thanx in advance!
 

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You could try the ancienct artifact that hasa the power to destroy or enslave the world if it gets into the wrongs hands plot. THe PCs run across a plot by whomever to find this object made by the gods but lost.

Or if you don't want an evil opposition you could have a gate to an elemental plane that won't shut. In fact, it's slowly growing and the element is slowly taking over the area around it and greatly changing things.

A third option is a devasting plague that the clerics can't heal because it's magic in origin. If not stopped it will take out 90% of all life.

These are all vague, general ideas. I hope they are some help at least. :D
 

Here's an idea I came up with about 4 years ago, that ran for more then a year and a half in real time. (unfortunately the party perished before they could stop, or expose the Villains) My inspiration was World War 2.

Psionics & Sorcerers are being persecuted by a new faction in the Realms known as the Wizards Consortium. The WC is actually a dummy group started by the Red Wizards, & is the perfect front to gain control of Torill's (sp?) populous without having a spotlight on themselves. The propaganda machine of the WC (the red wizards) first gains the favour of several Key mages in the Realms and starts the Wizards Consortium, far from Thay. My campaign was set around Amn (Athkathla) (sp?) & Baulders Gate, 2 places where money is power, & the WC (Thay) has plenty of it. The plan then proceeds to step 2 the persecutions of Psionics & Sorcerers. The plot is based on jealousy & power, The Red Wizards (who always hide their identities in this story) are jealous of the fact that they spend years honing there Art while Psionics & Sorcerers can just do it (essentially) innately. They then seed this ideal into the hearts of their "Puppets" in the West, where they intern begin to collect members for the W.C. using this as one of the selling points for there "Guild". The Wizards Consortium then begins to seed fear into the aristocratic, & peasant groups. Enough fear that the governing bodies eventually grant the WC power to begin a campaign of collection & mass imprisonment of Psionics & Sorcerers. In the prison camps the Red Wizards run experiments on the captives, magic, breeding, ect. . . Creating new monsters, constructs, items, with the knowledge gained from there captives. Thus increasing their power, however there is a massive down side to all of this tampering with magic, & psionic energy en-mass.

(DUNT DUNT DAAAAAA!)

I could go on there's allot (!!!) more, but that's the basics of it. Sorry if it seems a little sketchy, but I was trying to fit the most of a year and a half into a paragraph. The campaign included a small war at one point, with a sweet battle that spanned over 3 sessions. All of the above stuff obviously didn't all just happen at once, it was gradual and the PC's didn't even realise what they had gotten into until there was no way out. Lots of twists and turns, where your foe could be your friend next door, or an Evil Sorcerer your best friend. The PC's & I had an awsome time as there was a little of everything. If you're interested and want to know more let me know. I figured that I'd save us both some trouble and only give the basics here. (in case you think it sucks @$$, or that it's just not what you're looking for). :o :)
 

I like the Wizards' Consortium idea quite a bit!

My favorite idea for an epic Realms plot, inspired both by a post on this board and on a revived fascination with Tolkien following LotR:FotR, is this:

What if the One Ring found its way into the Realms?

Some other ideas:

1) OK, we all know that there's something a bit sinister to the Red Wizards' item-selling activities, right? Let's say the items contain latent post-hypnotic triggers that activate when their possessors are asleep and lead the possessors to commit actions that, while seemingly small and inconsequential, are actually geared to the formation of a vast nexus of magical power across the Realms. When complete, this nexus will allow the RW, using sympathetic magical rituals, to channel spells anywhere in the Realms where the nexus exists, enabling them to bypass the wards, protections, etc. currently in place in the abodes of the Mighty, and also enabling them to strike at foes anonymously and from the safety of their home country, with no fear of reprisal.

PCs discover that something unusual is going on when one of them (or a friend) is discovered doing something slightly out of the ordinary (scratching a strange symbol into the side of a storefront, walking in a funny pattern, dropping a potion of something into a canal. Actually combating the RW plan will be incredibly difficult due to the number of "agents" involved and the unsuspecting nature of those individuals; PCs either will be forced to bring about a full cessation of RW magic sales without angering the host governments of RW enclaves, or will need to strike directly into Thay to discover the secret of the nexus creation process and how to unravel it.

2) The return of the long-dead necromancer king Shoon. This one pits the PCs against the Cowled Wizards (as unsuspecting foes), the Shadow Thieves (also as unsuspecting foes), the Council of Six in Amn, the Twisted Rune, and Shoon himself. 'Nuff said.

3) Khelben created the Teu'tel'kiira (his splinter group of the Harpers) to combat an impending doom that is expected to confront the Realms. Only he's wrong about how to combat it. Khelben himself is being manipulated by an older and wiser being than he, and one of tremendous evil. The knowledge, lore, and magic being gathered by Khelben's agents will in reality lay open secrets that appear to be helpful, but in fact represent terrible, corrupting knowledge of dark rituals that if used will engulf and destroy the Realms. Lovecraftian concepts of forbidden knowledge and insane world-devouring entities may be appropriate here, leading to a potential D&D/CoC crossover.
 


How about....

Centuries ago, one of Lolth’s own daughters rebelled against her and sought to usurp her dominion over the drow. The rebellion was short and sharp: Lolth’s daughter simply lacked the power to take her mother’s place and there she had no sponsor or ally to lend her aid. Her army of fiends, half-fiends and disaffected drow (principally males) were quickly routed and Lolth’s daughter was punished, transformed into a drider (perhaps the first?) and with all knowledge of her real name expunged from the memory of drow, fiend and power alike.

Exiled then to one of the countless reaches of the Abyss, Lolth’s daughter took a new name for herself, Vicymma, the Drider of the Abyss. Also known as the Darkweaver and the Bitterweaver, she then proceeded to carve out a small realm for herself known as the Bitterweave Pits in mockery of the name of her mother’s realm. Here in the Bitterweave Pits she brooded and sulked in her bitterness until the day Shar, the Lady of Loss, sent one of her emissaries to her.

This emissary, the night hag Grimalkin, approached Vicymma in Shar’s name and offered Shar’s sponsorship and guidance in the matter of enacting a suitable revenge against Lolth. Swayed by the dark honey of Grimalkin’s words, Vicymma became a devotee of Shar and learnt to harness the power of the Shadow Weave.

After many years rebuilding her powers, Vicymma was guided by Grimalkin to the next part of the strategy: the recovery of the ancient Tablets of Sseth which recorded a malefic and powerful magic, The Great Harrowing. The last user of this magic was the Abyssal prince, Sseth (also known as Sch’theraqpasstt), who used this ritual to merge himself with the layer of the Abyss that he ruled. However, Sseth’s use of the ritual has been viewed as a failure for it has meant that he is now barely conscious of his own existence except once every few decades when his identity reasserts itself for only a few hours or days at best.

Grimalkin, however, has probed the best and most evil minds of the planes and found a two-fold solution. Firstly, Vicymma will be using the Shadow Weave to empower the ritual and this will allow a greater degree of intervention by Shar to ensure that the ritual neither fails nor has other consequences as happened with Sseth. Secondly, and more importantly, Grimalkin has provided Vicymma with the knowledge of another ritual that will allow Vicymma to store most of her identity and power in several phylacteries and ensure that her conciousness is preserved.

The goal of the ritual is still the merger of Vicymma with a layer of the Abyss. Grimalkin, and her dark mistress, believe that this will drain Lolth’s power from her and invest most, if not all, within Vicymma.

As an added failsafe, Grimalkin is seeking to reawaken Moander, presently partially merged with Lolth, both to distract and to weaken Lolth at the time that The Great Harrowing ritual takes place.

Shar’s interest in Vicymma usurping of Lolth’s power is, of course, not a selfless act. She believes that the overthrow of Lolth and the installation of an easily manipulated pawn in Vicymma, joined to her by the Shadow Weave, will give her the opportunity to develop a much larger and wider following amongst the drow.

Even the unfolding of this plan will allow her to garner followers amongst the disaffected drow, particularly those male wizards of some power who are denied an appropriate station in their societies because of their gender. Emissaries have been sent forth amongst the drow wizards to lure the bitter and the disaffected to the Lady of Loss’s embrace and the temptation and power of the Shadow Weave.

The first stage of the plan has already been completed. Vicymma has transferred much of her power and identity to four phylacteries disguised as four different objects and secreted within well guarded areas of the Bitterweave Pits. She dares not leave the ‘Pits at this time, knowing that this separation ritual has greatly weakened her.

The second stage is to reawaken Moander by freeing his essence trapped within elven High Magic binding spells in the place known as Darkwatch in Cormanthor. The method of freeing Moander has been uncovered by members of the Eldreth Veluuthara and the task delegated by the leadership of the Eldreth Veluuthara to two moon elves of House Starym. The Eldreth Veluuthara believe that an unleashed and resurgent Moander can be their tool to drive the humans from Cormanthor and to restore Cormanthor as an elven homeland and the capital of a new elven empire.

The Eldreth Veluuthara are also allied with some of the Cormanthor drow and the Starym elves have been promised drow support for this mission.

The third stage of the strategy is taking place concurrently with the second stage. This is the recovery and study of the Tablets of Sseth upon which The Great Harrowing ritual has been recorded. The Tablets are located beneath several Ssethsar temples, in the Serpent Hills, Black Jungles and Hlondeth. Unbeknownst to the Ssethsar (or to Shar’s minions), the Tablets in the possession of the Cult of Sseth are not complete. The final tablet was stolen some time ago by minions of the Mulhorandi power, Set, and is presently hidden within the confines of a demiplane ruled by one of Set’s most favoured servants, Maekheruset, the Mouth of Set.

The Tablets are presently being studied (and copied) by several minions of Shar who are posing as devotees of Sseth. As Sseth is a slumbering power, the ruse is proving easy to pull off. These minions of Shar are Shadow Adepts led by the alhoon, Grsk, also known as the Umbralhoon. They have convinced the leaders of the Ssethsar yuan-ti that their studies will allow them to perfect Sseth’s ritual so that his consciousness can be freed from the confines of his Abyssal plane. However, their studies are interrupted by raids by the Set-worshipping faction of the yuan-ti, led by Zstulkk Ssarmn of Skullport (and ultimately commanded by the Mouth of Set in Mulhorand).

Grsk and his minions are providing copies of all their notes and research to the shade prince, Malabayn, in Khazefryn, a monastery of the Order of the Dark Moon located in the northern Underdark. It is Malabayn’s task to “build” the ritual based on the Tablets of Sseth and also from his own studies of the planes and the Shadow Weave.

Further complicating matters is the treachery of Set’s son, Krotep. Shar’s manipulations have extended to Baator and, thanks to her manipulations, Krotep believes that the Tablets of Sseth provide the key to Sseth’s reawakening and thus the weakening of some of his father’s power as the yuan-ti return to worshipping Sseth. Krotep has, perhaps unwisely, enlisted the aid of Gargauth in ensuring that the Tablets of Sseth are uncovered and their secrets decoded so that the Ssethsar yuan-ti can reawaken Sseth from the Great Slumber. However, Gargauth’s marilith consort was a member of Sseth’s Abyssal court and she has no desire to see her former master reawakened. Thus, the Knights of Shield are adding their weight to ensuring that Sseth is not reawakened and have conspired to steal one of the Tablets.

The fourth and final stage of the plan is for Vicymma to enact the ritual in Lolth’s own realm. For this to take place, Moander must have been reawakened, the Tablets of Sseth copied and their secrets decoded and, as a final distraction, the male drow of Menzoberranzan must rise up in revolt against Lolth. The latter is simply to distract Lolth as she sends a powerful avatar to ensure that her strongest base of support on Faerun is not turned against her.

Should The Great Harrowing ritual be successfully enacted, Lolth’s power will be drained and she will be reduced to the status of a quasi-power which Vicymma will be elevated to the status of lesser power, not intermediate power, due to Shar’s domination of her.

The consequences for the Realms will be frightful as this huge influx of power, thanks to the drow turning to Shar, will disrupt the Balance established by Ao.

Who knows what the full consequences will be….

Then again, perhaps this whole strategy is the work of a party other than Shar. The Great Harrowing takes place but the ritual is flawed and, just at the moment of triumph, another takes Vicymma’s place. Perhaps she is struck down by a dark figure bearing a crystalline staff, the Sceptre of Savras, and her newfound power is stolen away by one who is hidden from the sight of mortals, outsiders and powers alike?
 

NeuroZombie said:

I have been thinking of the Drow in Cormanthor/Zhentarim/Red Wizards/Cult of the Dragon plots in the Dalelands, but I cannot think of anything "end of the world" for them.

What is the "Drow in Cormanthor/Zhentarim/Red Wizards/Cult of the Dragon in the Dalelands" plot? I was in a 3E campaign that crashed after Xmas (as campaigns often do), and that sounds similar to what the DM was throwing at us.

Given that the campaign is no more, I can guiltlessly ask, what was he aiming at us? (Is it in the FRCS? I was thinking of picking it up, finally, this week.)
 

First off... thanx everyone for all of the wonderful ideas! I especially like your post Derulbaskul, with a few tweaks, it may just work for me :)

Forrester...

basically, the Drow have a few different factions in Cormanthor, some Lloth worshipping and some Vhaeruan (sp?) worshipping and they are all vying for total control of the forsest first... the Dalelands second and then THE WORLD... BWAHAHAHAHAHAHA...

The Zhents are just being Zhents... I just never used them as more than throwaway villains b4.... the last FR campaign I ran (YEARS AGO - original grey boxed set!) they were not the prominent villains they are now.

The Red Wizrds have the whole "selling magic items to everyone to make more money to take over the world" thing going on... you know, the usual. The usual for the Cult too... make undead dragons to rule the world.
 

Thanks Derulbaskul that plot rocks

My firend if that was a brief little throw away plot then you are the king.
Where did you get all that great information about the FRs? You live there for a summer or something?
While my campaign is in the brithight world I still may steal this for myself and change the names to protect the guilty.
 

NeuroZombie: yep, I hope you get some value out of it. Some of it was simply an attempt by me to incorporate a couple of the Adventure Path modules, Dungeon adventures, the old Menzoberranzan boxed set and even the Winding Serpent portals from the WOTC website into a coherent whole.

Death_Jester: thanks for your kind words. I hope it's of some value to your campaign. No, I don't live in FR but I've been playing this game on and off for over 21 years (eek... I'm getting old).

Besides a means of being able to incorporate a lot of published stuff into a campaign, I also wrote the plot to allow two or more groups to be adventuring at the same on related adventures. Whether I end up running it this way or not is another matter, but it sure would be a challenge... and great when the two groups of players (as opposed to PCs) finally meet!

Cheers
NPP
 

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