The Fred wrote...
Chaos Wielder wrote...
Plot: To
slay the Tarrasque(yes, I’m serious).
This sounds great. It's a loose enough plot hook that people can go their own way and have a "story lite" world filled with dungeons, old-school enough to fit the SoZ-style theme, and motivating enough to grant some structure to the storyline. Also, the Tarrasque is basically invincible, so it could open up room for extension or a sequel (in theory, at any rate).
As for level ranges, it's probably better to pitch the opening at at least 4th-ish, as in SoZ, so that people can have fully-formed characters, and to iron out LA power curves. However, starting it too high would mean people wouldn't be able to use certain enemies (no goblins, no gnolls etc) without making them ridiculously tough (for what they are) or ridiculously easy (for the party).
It would be nice to have some sort of loose thread through the game, too. Shallina's point about low-level characters not being called upon to kill the Tarrasque is a good one, though; perhaps a more experienced group of adventurers could try and fail first, somehow giving something for the party to do in the meantime (maybe they go looking for them when they don't return, etc)? Perhaps, brave and bold adventurers of higher levels march off to face the Tarrasque, but the PCs get some intelligence which reveals that there's an artefact etc. which will make killing it actually possible? Then, they go looking for that, first. Perhaps they even run into the beast and have to flee from it before they get the pieces.
I'm glad you like the idea. The goal was to evoke that sort of feel. Has there even been a game with the Tarrasque? I feel like we're breaking ground here.
Like I said to Shallina, if we start at level 1 or 2--I'm willing to do, but I don't love it--the plot would have to be altered slightly. I like the idea of a failed adventuring party going to fight the beasty. It makes sense, and sets the stage for your possible failure(I mean, the thing *is* very strong--and, haha, I recently figured out how to make a creature eat others).
Shaughn78 wrote...
The Fred wrote...
It would be nice to have some sort of loose thread through the game, too. Shallina's point about low-level characters not being called upon to kill the Tarrasque is a good one, though; perhaps a more experienced group of adventurers could try and fail first, somehow giving something for the party to do in the meantime (maybe they go looking for them when they don't return, etc)? Perhaps, brave and bold adventurers of higher levels march off to face the Tarrasque, but the PCs get some intelligence which reveals that there's an artefact etc. which will make killing it actually possible? Then, they go looking for that, first. Perhaps they even run into the beast and have to flee from it before they get the pieces.
I think The fred makes a good point here and it goes with my last post. For the story it might make more sense that the low level party was sent to gather information for the "True Adventurers." As the story advances either they ignore your advice or just get bored waiting for you to complete your mission and attack the creature. With the "true heroes" dead you're now the only ones with the knowledge of how to kill this thing and you need to gather the artifcats and a bit more experience.
It's an interesting idea. I like the idea that you have to step up and solve a problem that others didn't solve. Then again, maybe the original heroes are working for an outside agent?

dunniteowl wrote...
From the Tome of Woes of the Lands of Turm
(Found in an older underground section of the Library at Aglahon, which had collapsed 30 years ago.)
If that isn't a solid and believable plot hook, I'll eat a mouse. Oh. Right. I already eat mice. 
dunniteowl
(I'll attempt some areas, though I think mostly I will focus on story details, if that's alright.)
Interesting stuff! You need to lay off the mice(dire rats are better).
I'm less interesting story details, personally, in this than getting mechanics right(my other project is enough story, thank you very much). That said, there is certainly a need to make sure this is all D&D kosher. I have no ability for that at all.
manageri wrote...
I'd say avoid making the plot more specific then it needs to be. Why does the party have to have been hired by anyone? Maybe you just came across information about the artifact and decided to go after it for whatever reason, your group doesn't even have to be motivated by stopping the tarrasque (but in the most predictable plot twist ever you need to use it to destroy the tarrasque in the end anyway to avoid being devoured and stuff). This keeps the door open for more character concepts.
Fair enough. My view is that if there's going to be a plot, that it should be simple enough. Like, justification why you're here(loosely), and then you go and do the rest. The Tarrasque is a big nasty monster, so it seems like it should be the main focus, but this is still a SOZ style mod. I want people to go out and do things on their own.
nicethugbert wrote...
NEAT!
Will this work with Kaedrin's?
If any mod should be compatible, it's a mod like ths. I will try my best to make sure this plays nice with it.
WyrinDnjargo wrote...
Hellfire's beatnen me to an overland map suggestion thats looking pretty funky - I was only going to add my Northern Cormyr one into the mix, but could probably do with a bit of polishing (main hub city of Arabel is also on the vault). This is from a shelved project I had to recreate the time of troubles and ascension of Kelemvor, Cyric and Midnight/Mystra in a campaign. Jus' throwing it into the mix, but that Vilhoon map is looking nice and more different than say Cormyr vs Western Heartlands...
Finding fragments and completing item to destroy the tarrasque is good segue into the sandbox. Only caveat is that the tiem should be more like the scrolls in the OC rather than the only weapon that can harm it (so it's a case of defending a PC to activate item to make the tarrasque vulnerable then all PCs pil in, rather than one PC having the only effective weapon in the combat).
But count me in for sure. Keen to re-flex my NWN imagination
And hey, why not the Tarrasque at level 20, then Cthulhu at level 30...
I didn't even know you'd made this! You've made too much stuff, you know that!

With the Tarrasque, it technically works that you have to bring the guy to -30 hit points then use the Wish/Miracle spell. So, anything is fair game up until that point. He's not immune to too much--well, other than fire, poison, disease, lines, rays, cones and magic missle spells--so he's possible at any point, but just that you need this special thing to finish it off.
Thanks!
WyrinDnjargo wrote...
Just throwing this out there as an idea, but what about some time dependant thing where you can actually have the tarrasque rampaging around the OLM destroying locations if the PCs cannot get there in time to stop it rising - more pressure on PCs to act then before the death toll counter peaks and locations are destroyed. Maybe I just like the image of the huge creature stomping over the map that the PCs had gotten to know, now with a trail of destruction in its wake...
Oh and for those wanting level 30 gameplay, maybe we should work in a mounted animation so PCs can ride their tame Tarrasque and head on to epic level adventure! 
There will have to be at least one destroyed city that the thing has ransacked. I kind of like the idea that it's wandering the map--doing what, I don't know. It would be cool if it destroyed citiies, but I agree that it would create a time limit for the PC. However, that said, it would be worth considering whether the creature destroys a city after, say, half the Artifact is assembled. That wouldn't be a time limit, and it would help the beasty keep its nature.
But, basically, it *will* be on the overland moving around and doing(read: eating) stuff.
kamal_ wrote...
Given that the T is functionally immortal, there are easily factions that could view it's continued existence as important.
The T was supposedly created to kill gods. Someone could view it's existence as a check if the gods got out of hand (cough, even a good guy who views the T as a necessary evil).
The T is viewed as a living elemental force of nature (remember the T is neutral, it has no concept of good and evil because it's too stupid), so druids or other groups could want to preserve it. After all, forest fires are part of nature too, and lead to regrowth, so it would be easy to think of a druidic group that did not mind, or even encouraged, forest fires.
Spelljammer posited a homeplanet for the T's, where they're not violent at all (stop laughing, I came across this when I google searched for the T). So a bunch of civilized T's could show up in a Spelljammer ship to take the "sick" T back to it's home planet (now you can laugh).
There almost certainly needs to be some group involved that wants to use the Tarrasque(not that they can, but they want to). They don't have to be major, but just a continued thorn in your side for the game.