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Grand Tour of the Realms - brainstorm a 5e adventure path
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<blockquote data-quote="Stormonu" data-source="post: 5793685" data-attributes="member: 52734"><p>I, too, believe it should be one where you get to travel the Realms a bit.</p><p></p><p>I think I'd start in Shadowdale with a minor adventure - probably something against orcs. At the end of that battle, they discover the orcs were using an elvish artifact called the Farstone they had absconded with from Myth Drannor. The Farstone lets those that possess it summon creatures from another plane.</p><p></p><p>From this point onward, the characters find themselves followed by agents of the Zhentarim, who seek to make the character's lives difficult, if not outright attack them and attempt to take the Farstone for themselves.</p><p></p><p>They learn (probably from Elminster) that the Farstone is actually one of seven such stones (6 stones plus a keystone) that formed an extradimensional doorway that once stood in Myth Drannor. They are urged to take the stone to Waterdeep, where it can either be sold or the location of the other five stones might be known. At least one other stone is known to be held in Waterdeep, in the possession Khelben Blackstaff.</p><p></p><p>The characters then travel the Black Road through Anauroch to Waterdeep. There are several encounters on the road to Waterdeep, including a brush with Phaerimm agents who'd like nothing more than take the Farstone. A "side quest" reveals itself in the discovery that Shimmerhaze (a blue dragon) has acquired a Farstone in his treasury. It turns out the dragon was destroyed by the Phaerimm's forces, but the stone was not recovered - leaving it open for the party to recover if they can defeat the agents of the Phaerimm.</p><p></p><p>Arriving at Waterdeep, they learn that the artifact's twin was absconded by Halaster and taken into Undermountain. During the item's theft, Halaster unleashed a bevvy of strange creatures into the city who need to be retrieved. The party has opportunities to collect the bounties on several of these strange beasties, but their primary goal should be to penetrate Undermountain and recover the second Farstone.</p><p></p><p>Braving Undermountain, the characters should eventually locate the artifact's twin in Skullport. In return for the Farstone, its current owner parleys for the characters to return an intelligent Flameskull wizard to Icewind Dale. To sweeten the deal, the party is told about the treasure horde of Icefang the Invincible, who apparently holds in his horde another Farstone.</p><p></p><p>After delivering the Flameskull to Icewind Dale to protect a village, the party becomes involved with defeating Icefang the Invincible (a white dragon), who has intimidated an entire village into raiding and cannibalism in the dragon's name. In Icefang's labyrinth cavern, the characters discover an imprisoned genie. In return for his freedom, the genie tells the characters about a "wicked" Calimshan Shi'ar who holds the Farstone's keystone.</p><p></p><p>The characters travel to Calimshan to locate the Shi'ar holding the keystone, to learn that he's not as bad as the genie made him out to be. In fact, though he holds the keystone, its magic was stolen by Efreet who wished to punish the Shi'ar for his hubris. However, the Shi'ar knows that the magic of the keystone was imbued into phoenix ash and taken by the lead Efreet back to the City of Brass. He's been acquiring information on how to breech the estate in the City, but can't travel there himself as the Efreet Lords have banished him from the city.</p><p></p><p>After retrieving the ash and activating the artifact, the Shi'ar tells the party the last remaining stone is hidden in a special grave in the Great Rift in Shaar. The party must travel there and brave unhollowed ground to find the Sunken Tomb, where lies the last Farstone and the evil dragon Nightfang the Decayed (a black dragon).</p><p></p><p>It is at this time, with the characters having acquired the last Farstone, that a shadow-corrupted force of Zhent agents make their boldest strike attempting to take the Farstones for themselves. Whether victorious or defeated, the characters learn that the Farstone portal only works when placed as the entrance to a tower without windows or doors in Myth Drannor. These attacks escalate until the stones are stolen or the characters reach Myth Drannor.</p><p></p><p>Finally, the party travels to Myth Drannor to discover that Deathflame (a red dragon), a handful of Cult of the Dragon sycophants and a group of Thayian wizards has finished constructing a Shadow Portal (the opposite of the Farstone Portal - it transverses time, not space) and traveled to the lands beyond. By combining the Shadow Portal and the Farstone Portal to thwart the evil plans of the dragon, the party finds itself on the Layer of Absolute Night in the Abyss, where they must confront the Nightlords (Shades from ancient Netheril), who engineered the creation of the portal in an attempt to subvert the destruction of ancient Netheril.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5793685, member: 52734"] I, too, believe it should be one where you get to travel the Realms a bit. I think I'd start in Shadowdale with a minor adventure - probably something against orcs. At the end of that battle, they discover the orcs were using an elvish artifact called the Farstone they had absconded with from Myth Drannor. The Farstone lets those that possess it summon creatures from another plane. From this point onward, the characters find themselves followed by agents of the Zhentarim, who seek to make the character's lives difficult, if not outright attack them and attempt to take the Farstone for themselves. They learn (probably from Elminster) that the Farstone is actually one of seven such stones (6 stones plus a keystone) that formed an extradimensional doorway that once stood in Myth Drannor. They are urged to take the stone to Waterdeep, where it can either be sold or the location of the other five stones might be known. At least one other stone is known to be held in Waterdeep, in the possession Khelben Blackstaff. The characters then travel the Black Road through Anauroch to Waterdeep. There are several encounters on the road to Waterdeep, including a brush with Phaerimm agents who'd like nothing more than take the Farstone. A "side quest" reveals itself in the discovery that Shimmerhaze (a blue dragon) has acquired a Farstone in his treasury. It turns out the dragon was destroyed by the Phaerimm's forces, but the stone was not recovered - leaving it open for the party to recover if they can defeat the agents of the Phaerimm. Arriving at Waterdeep, they learn that the artifact's twin was absconded by Halaster and taken into Undermountain. During the item's theft, Halaster unleashed a bevvy of strange creatures into the city who need to be retrieved. The party has opportunities to collect the bounties on several of these strange beasties, but their primary goal should be to penetrate Undermountain and recover the second Farstone. Braving Undermountain, the characters should eventually locate the artifact's twin in Skullport. In return for the Farstone, its current owner parleys for the characters to return an intelligent Flameskull wizard to Icewind Dale. To sweeten the deal, the party is told about the treasure horde of Icefang the Invincible, who apparently holds in his horde another Farstone. After delivering the Flameskull to Icewind Dale to protect a village, the party becomes involved with defeating Icefang the Invincible (a white dragon), who has intimidated an entire village into raiding and cannibalism in the dragon's name. In Icefang's labyrinth cavern, the characters discover an imprisoned genie. In return for his freedom, the genie tells the characters about a "wicked" Calimshan Shi'ar who holds the Farstone's keystone. The characters travel to Calimshan to locate the Shi'ar holding the keystone, to learn that he's not as bad as the genie made him out to be. In fact, though he holds the keystone, its magic was stolen by Efreet who wished to punish the Shi'ar for his hubris. However, the Shi'ar knows that the magic of the keystone was imbued into phoenix ash and taken by the lead Efreet back to the City of Brass. He's been acquiring information on how to breech the estate in the City, but can't travel there himself as the Efreet Lords have banished him from the city. After retrieving the ash and activating the artifact, the Shi'ar tells the party the last remaining stone is hidden in a special grave in the Great Rift in Shaar. The party must travel there and brave unhollowed ground to find the Sunken Tomb, where lies the last Farstone and the evil dragon Nightfang the Decayed (a black dragon). It is at this time, with the characters having acquired the last Farstone, that a shadow-corrupted force of Zhent agents make their boldest strike attempting to take the Farstones for themselves. Whether victorious or defeated, the characters learn that the Farstone portal only works when placed as the entrance to a tower without windows or doors in Myth Drannor. These attacks escalate until the stones are stolen or the characters reach Myth Drannor. Finally, the party travels to Myth Drannor to discover that Deathflame (a red dragon), a handful of Cult of the Dragon sycophants and a group of Thayian wizards has finished constructing a Shadow Portal (the opposite of the Farstone Portal - it transverses time, not space) and traveled to the lands beyond. By combining the Shadow Portal and the Farstone Portal to thwart the evil plans of the dragon, the party finds itself on the Layer of Absolute Night in the Abyss, where they must confront the Nightlords (Shades from ancient Netheril), who engineered the creation of the portal in an attempt to subvert the destruction of ancient Netheril. [/QUOTE]
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