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Epic FR plot needed...HELP!?!?!
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<blockquote data-quote="ruleslawyer" data-source="post: 115392" data-attributes="member: 1757"><p>I like the Wizards' Consortium idea quite a bit!</p><p></p><p>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:</p><p></p><p>What if the One Ring found its way into the Realms?</p><p></p><p>Some other ideas:</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 115392, member: 1757"] 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. [/QUOTE]
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