boxstop7
First Post
I'm gonna go out on a limb here and assume that none of the potential gamers in my group are looking at this....
If anyone could help me develop this plot, I'd be most appreciative.
The party rests in an inn overnight, and when the wake the next morning. A note has been delivered requesting them to come to the local temple of Gond. When they arrive, the priest fills them in. One of the priests has gone completely insane and has "defected" to Cyric. He's in the process of collecting three keys (nothing more than intricately carved rods) needed to conduct a ritual in some ruins that would give him great power. Needless to say, the priests of Gond would rather not have a loony one of their own seeking such things.
The church will rest and heal them, and provide (within reason) any gear they may need. The party is told that the mad cleric has one key, and is searching the ruins for the other two. They'd like the party to stop him before he can complete the ritual. They'll be taken by portal to the site, and will be given a talisman that will enable them to return once they've stopped the ritual.
The site is a crater in the middle of a desert. The party will have no idea where they are, as this locale is completely home-grown. Near the center of the crater is a large obsidian obelisk. Most of the crater is filled with lush vegetation and it's obvious that it's completely unnatural. The party must locate the entrance to the ruins (buried in sand...spot and search checks). The area around the entrance is guarded by 2 stationary guards and 2 oatrolling guards.
Inside the ruins, all sorts of vines and plants will hinder their progress. The mad cleric has in his employ a level 6 Drow necromancer. He is, himself, a level 9 cleric of Cyric with a 4th level Lizardfolk fighter cohort and a few other critters as henchmen.
The party would start the adventure as 5-6 level characters, and hopefully they'd be around 8-9th level by the final confrontation with the cleric. My question to all of you: Can anyone add anything else to this? I've got a few ideas in the works, but if someone can come up with something cool to incorporate, I'd be very grateful. I know, it's kind of cookie-cutter. But I'm looking for original plot twists, odd turns to throw at the players, etc. As always, thanks in advance for any and all suggestions!
~Box
If anyone could help me develop this plot, I'd be most appreciative.
The party rests in an inn overnight, and when the wake the next morning. A note has been delivered requesting them to come to the local temple of Gond. When they arrive, the priest fills them in. One of the priests has gone completely insane and has "defected" to Cyric. He's in the process of collecting three keys (nothing more than intricately carved rods) needed to conduct a ritual in some ruins that would give him great power. Needless to say, the priests of Gond would rather not have a loony one of their own seeking such things.
The church will rest and heal them, and provide (within reason) any gear they may need. The party is told that the mad cleric has one key, and is searching the ruins for the other two. They'd like the party to stop him before he can complete the ritual. They'll be taken by portal to the site, and will be given a talisman that will enable them to return once they've stopped the ritual.
The site is a crater in the middle of a desert. The party will have no idea where they are, as this locale is completely home-grown. Near the center of the crater is a large obsidian obelisk. Most of the crater is filled with lush vegetation and it's obvious that it's completely unnatural. The party must locate the entrance to the ruins (buried in sand...spot and search checks). The area around the entrance is guarded by 2 stationary guards and 2 oatrolling guards.
Inside the ruins, all sorts of vines and plants will hinder their progress. The mad cleric has in his employ a level 6 Drow necromancer. He is, himself, a level 9 cleric of Cyric with a 4th level Lizardfolk fighter cohort and a few other critters as henchmen.
The party would start the adventure as 5-6 level characters, and hopefully they'd be around 8-9th level by the final confrontation with the cleric. My question to all of you: Can anyone add anything else to this? I've got a few ideas in the works, but if someone can come up with something cool to incorporate, I'd be very grateful. I know, it's kind of cookie-cutter. But I'm looking for original plot twists, odd turns to throw at the players, etc. As always, thanks in advance for any and all suggestions!

~Box