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Fleshing out Keep on the Shadowfell/Winterhaven
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<blockquote data-quote="Echoes" data-source="post: 4238281" data-attributes="member: 1187"><p>So, even though I think KotS works fine as written in terms of being a nice tidy intro adventure, I'd like to add some heft to the plot and work in some roleplaying encounters so that the final battle feels more rewarding. <strong>Obviously don't read this if you haven't read Keep on the Shadowfell and are planning to play it as a PC.</strong></p><p></p><p>My current plan involves a few key plot changes:</p><p></p><p>-The Keep was only sealed off ~30 years ago (likewise, Nerath's destruction is not yet complete -- it is in the midst of distinergration, however, and so much of the base PoL setting stays the same, flavor-wise)</p><p></p><p>-The Cult of Orcus stemmed from inside Winterhaven, when the primary clergyman, Kalarel's father, was slowly driven insane by the portal, eventually leading to his attempting to undertake the opening ritual that may have been started in the distant past.</p><p></p><p>-Keegan, who was a paladin of said god as well as a high-ranking Nerath commander, eventually was forced to slay Kalarel's father, which, combined with the influence of the Shadowfell, drove him to insanity, whereupon he undertook the actions described in the adventure proper.</p><p></p><p>-Kalarel found out about his father's death, fled the town, but vowed revenge upon its people, eventually becoming a follower of Orcus.</p><p></p><p>-Valthrun left the town as a 20-something man to study in one of Nerath's larger cities, but was present for the majority of the events described above and in the background of the adventure, and will be the main plot device for relaying parts of the new story.</p><p></p><p>-As a side, note Eilian the Old tries to cast suspicion on Valthrun (who I think the party is going to be very suspicious of anyway, what with the tower and all), but only because they fought over a girl's love when they were young.</p><p></p><p>-Likewise, Salvanna Wrafton remembers the events, and, when a caravan come sto town that includes a bard fond of singing (as the adventure suggests) "Brave Sir Keegan," the inn turns deadly silent.</p><p></p><p>-Ninaran begins kidnapping people to use in the ritual (which was always part of Kalarel's plans, not a reaction to the PCs), which the PCs might discover - I plan to have this take place at the bustling market square, for example.</p><p></p><p>I additionally want to play up some of the horror elements of the Keep, perhaps giving the PCs nightmares if they sleep in or around the Keep itself, and I will strongly suggest that the 2 corruption corpses in the lower level of the Keep are Keegan's children, or something to that effect. Maybe I'm just twisted, but I feel like the adventure has a strong horror/cthulu element that is riding just on the surface of the written text.</p><p></p><p>Does anyone want to share some further ideas they've come up with for bulking up the RP/plot aspect of Kots? I'm hoping to at least add a few of these elements to break up the large amount of combat that will be occuring.</p></blockquote><p></p>
[QUOTE="Echoes, post: 4238281, member: 1187"] So, even though I think KotS works fine as written in terms of being a nice tidy intro adventure, I'd like to add some heft to the plot and work in some roleplaying encounters so that the final battle feels more rewarding. [B]Obviously don't read this if you haven't read Keep on the Shadowfell and are planning to play it as a PC.[/B] My current plan involves a few key plot changes: -The Keep was only sealed off ~30 years ago (likewise, Nerath's destruction is not yet complete -- it is in the midst of distinergration, however, and so much of the base PoL setting stays the same, flavor-wise) -The Cult of Orcus stemmed from inside Winterhaven, when the primary clergyman, Kalarel's father, was slowly driven insane by the portal, eventually leading to his attempting to undertake the opening ritual that may have been started in the distant past. -Keegan, who was a paladin of said god as well as a high-ranking Nerath commander, eventually was forced to slay Kalarel's father, which, combined with the influence of the Shadowfell, drove him to insanity, whereupon he undertook the actions described in the adventure proper. -Kalarel found out about his father's death, fled the town, but vowed revenge upon its people, eventually becoming a follower of Orcus. -Valthrun left the town as a 20-something man to study in one of Nerath's larger cities, but was present for the majority of the events described above and in the background of the adventure, and will be the main plot device for relaying parts of the new story. -As a side, note Eilian the Old tries to cast suspicion on Valthrun (who I think the party is going to be very suspicious of anyway, what with the tower and all), but only because they fought over a girl's love when they were young. -Likewise, Salvanna Wrafton remembers the events, and, when a caravan come sto town that includes a bard fond of singing (as the adventure suggests) "Brave Sir Keegan," the inn turns deadly silent. -Ninaran begins kidnapping people to use in the ritual (which was always part of Kalarel's plans, not a reaction to the PCs), which the PCs might discover - I plan to have this take place at the bustling market square, for example. I additionally want to play up some of the horror elements of the Keep, perhaps giving the PCs nightmares if they sleep in or around the Keep itself, and I will strongly suggest that the 2 corruption corpses in the lower level of the Keep are Keegan's children, or something to that effect. Maybe I'm just twisted, but I feel like the adventure has a strong horror/cthulu element that is riding just on the surface of the written text. Does anyone want to share some further ideas they've come up with for bulking up the RP/plot aspect of Kots? I'm hoping to at least add a few of these elements to break up the large amount of combat that will be occuring. [/QUOTE]
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