In Progress, Last Update: 4/25/16
Campaign Plot Overview DR 1376: Chapter 1 - Return to the Sword Coast
- Lobby: A Pretty Room Containing a Door to the Campaign and the Dungeon Master
When the player enters, they will be require to speak with the Dungeon Master before being allowed to enter the Campaign. The impish fellow will provide a brief overview of the game mechanics, the background story and then ask a series of questions, which will determine many aspects of the campaign:
1: Did Khelgar Ironfist become a monk?
(Swaps Fighter Khelgar for Monk Khelgar if yes).
2: Did the KC befriend Kistrel?
(Kistrel NPC and all associated quests disabled if no).
3: Did Neeshka resist Black Garius?
(Removes Neeshka from the roster if yes).
(Adds Neeshka's Grave to the Crossroad Keep Cemetery if yes).
4: Did the KC create One of Many?
(Removes Kaelyn the Dove from the roster if yes).
(Removes Gan reference to Old father Bear in a bark if yes).
(Adds One of Many to the Roster if yes).
(One of Many leads the oblivious Bevil and Daeghun to the KC in the opening battle if yes).
5: Did the KC steal the Glowstone from the Goblin Mines?
(Removes the option of recruiting the magical goblins if yes).
6: Did the KC destroy Slaan and the Lizardfolk near Highcliff?
(Removes the option of recruiting the Lizard Folk if yes).
7: Did the KC destroy the Fire Giant Village?
(Removes the option of recruiting the Fire Giants if yes).
8: Did the KC allow Uncus and the Shadow Thieves to establish themselves in Crossroad Keep?
(Removes the option of opening the Thieves Guild if no).
(Removes the option of recruiting the Shadow Thieves if no).
(Adds mca_shadow_key to KC inventory).
9: Did the KC save Cormick's life?
(Removes Cormick from the Keep if yes).
(Removes Cormick from the final battle if yes).
10: Did the KC have Torio Clavin Executed?
(Removes Torio from the Keep if yes).
(Removes Torio from the final battle if yes).
11: Did the KC consume or release Myrkul's Soul in MotB?
(In the finale, Graz'zt will refer to the KC as "God-Killer - a kindred spirit you and I!" if yes).
12: Game checks for Safiya's or Gann's love feat.
(Enables Safiya or Gann's affectionate dialog when present).
(Enables Safiya or Gann proposal scene).
(Enables optional Safiya or Gan marriage finale).
13: Game checks for "Guilty of Ember Massacre Feat."
(Nevalle and Nasher will treat the player far worse in dialog options, regarding them as a necessary evil).
(Nasher will bring up the slaughter when the KC is initially exposed in Chapter 2).
14: Game checks for Safiya's or Gann's Love Feat + One of Many Creation
(Adds tragic Gan or Safiya stinger to ending sequence if yes).
(Adds a final battle against One of Many after the end of the game if yes).
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- Opening Area: The Ruins of Dragonspear Castle
The Knight Captain, Charissa, Mantides and Rinara are surrounded by scores of Nightmasks and vampires. The battle has been going on for some time, and there are piles of dead and dying rogues everywhere. All of the heroes are badly injured, and they stand back to back amidst the fallen walls and collapsed towers of the ruin. Mantides lays on the ground, unresponsive. One of the vampires pushes forward and gloats about the party thinking they could thwart Orbakh and survive. The player party then must survive four waves of Nightmasks and vampires until Bevil, Daeghun and their elite company of Greycloaks/Many Starred Cloaks turns the tide. Riders are dispatched to Crossroad Keep to inform Nevalle and Khelgar, while Daeghun mentions that "It's best if Neverwinter is left in the dark with regards to your return - for the time being." A bit of exposition occurs with Bevil and Daeghun regarding their adventures as they searched for the Knight Captain.
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- Cut-scene: Dragonback Inn, Daggerford
Khelgar, Neeshka, Ammon Jerro, Daeghun, Bevil, Gann, Safiya, Kaelyn, Mantiedes, Rinara and Charissa occupy the establishment, with several humorous character interactions taking place. The scene focuses on the Knight Captain sitting at a table, surrounded by comrades. Introductions are made and a brief discussion about current activities occurs. Nevalle arrives last, and explains the dire situation in Neverwinter. It is decided the Knight Captain shall disguise his identity and work with his friends to expose the Kaiser and his minions - and thwart whatever plans they have for the Sword Coast. The player is allowed to walk around and speak with the various companions. When they leave the Inn's door, the Knight Captain selects five party members to accompany him/her, who begin at level 1, and are given the experience to instantly hit level 20.
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- Area: The Red Cliffs
(Coming Soon) - Knight Captain must pass through this area to reach Cross Road Keep.
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- Area Encounter: The High Road
As the party travels the high road that night, they encounter a drow war party battling an Uthgardt barbarian. They can chose to intervene on behalf of the savage or pass unseen in the darkness. If they leave, Bodvarr will never be added to the roster and is killed. The drow are actually messengers reporting to Sendai, bringing news of the most recent corsair attacks on Waterdeep. The Knight Captain discovers this information in documents they are carrying if the player chooses to fight.
If Bodvarr is saved, he will gratefully join your party and explain that he has been harassing and trailing a large drow force for many months. They killed his tribe, and he seeks their leader's heart in retribution.
Bodvarr is quiet and stoic until the moment battle starts. At that point, his eyes light up with a manic and frenzied energy that is every bit as unnerving to his comrades as it is to his foes. In normal interactions, he's likely to simply nod - or stare intently at the speaker. He rarely talks, so when he does, it's usually fairly profound. He will take an immediate dislike to Gann and Ribsmasher, who he considers obnoxious baffoons, but will treat Finch, Umoja and Kaeyln with a great deal of respect. While Bodvarr's axes do the majority of his speaking, his rough exterior hides a poet's heart. If given a choice, the barbarian would be content spearing Knuckleheaded Trout back in his homelands.
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- Area: West Harbot
(Coming Soon) - Knight Captain will return to his home and meet Tarmas.
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- Area: Crossroad Keep
The player will be given free reign to wander around the keep, explore it's stores and areas, and speak with various NPC's. Since the Knight Captain is trying to hide his presence, he obviously can't simply march back into his quarters and take up the mantle. He will be able to speak with Master Veedle and purchase a room, suite, house, estate or mansion, or for players not interested in housing, the Phoenix Tail Inn offer lodging as well.
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- Cut-scene: Crossroad Keep Basement - Ammon Jerro's Lair
Upon entering the CK basement for the first time, Ammon Jerro Confronts the Knight Captain and shows him Black Garius's summoning circle. It has resisted ALL of his attempts to dispel it - and has actually increased in power since the King of Shadows' destruction. Jerro wishes to learn more about the ritual involved in it's creation, and having found Aldanon worse than useless, intends to investigate Illefarn Ruins and question several extra-planar sources.
Over the long months since the battle in the Mere, the summoning circle has become a vortex of Shadow Weave magic, and while dangerous, it can be manipulated to produce an astounding array of effects. In terms of game mechanics, the circle will function as a gate to the various arenas - where the player can battle dangerous phantasms or engage in PvP matches.
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STORY POINT - The Truth of the Matter: The Summoning Circle is the chief driver of the game's plot - and the TRUE objective of the Kaiser and his master Graz’zt. Seizing control of the Sword Coast is a smokescreen to both conceal his target and bribe the support from powerful allies such as Edwin and Sendai. As of yet, nobody - aside from the Abyssal Prince and his Blackguard servant - understands nature of the circle. (Ammon Jerro suspects something is dreadfully wrong, but he will need the player's help to uncovered the truth).
While the enchanted runes can FUNCTION as a summoning circle, they are actually a tear in reality directly connected to the Shadow Weave. Black Garius's ritual, (cobbled together from Arcane Botherhood, Githzerai, Illefarn and Demonic Lore), sought to sever the King Of Shadows' connection to Shar's weave and then tether it to the Host Tower mage - effectively transforming him into a new Guardian. The Knight Captain's assault spoiled the ritual, and the resulting backlash of dark magic not only brought Garius under the thrall of the creature he sought to usurp, but transformed him into an undead horror.
As for the rift itself, it was never properly sealed, and is effectively a boundless outlet for channeling the the Shadow Weave, just waiting for someone - or something to claim it. Lesser creatures, such as mortals, (or ancient magical constructs created by mortals), could use the connection to channel limitless spells from the Necromancy, Illusion or Enchantment schools, (while gaining many physical traits the King of Shadows once possessed). Higher orders of creature - such as an ambitious Demon Prince - could utilize the gash to completely merge their essence with the Shadow Weave itself, stealing a great portion of Shar's power and divinity in the process. Graz’zt could ascend from Abyssal Lord to full blown godhood, and there would be little even Io could do about it.
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- Area: Kryptgarden Forst
(OPTIONAL CONTENT)
The Knight Captain will have an opportunity to explore the Kryptgarden Forest and discover what became of Daerred and his friends. The area opens up the first time the player investigates the Adventurers Guild upon finding it empty. A log book in the office discusses plans to explore Kryptgarden Forest and report back to Khelgar with regards to a "dangerous threat." Acquiring the book opens the area.
STORY POINT - The Truth of the Matter: Daerred and his allies fought off a githyanki scouting band patrolling the high road. They used "Speak with Dead" on one of the corpses and discovered she was part of a larger force, based in Kryptgarden Forest, and seeking information about the Knight Captain. The "theft" of Gith's Silver Sword is not something likely to ever be forgiven - or forgotten. The adventurers gathered their equipment and set out to discover more information. They have not been heard from since.
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- Area Encounter: Supreme Sword Seekers
(OPTIONAL CONTENT)
Upon entering Kryptgarden and exploring it, they Knight Captain will eventually run into the githyanki force. The enemy force is lead by none other than Vlaakith herself. The knights will have vorpal Silver Swords, and there will be a number of healers and magic users. Additionally, there are three Adult Red Dragons present. The Lich-Queen will offer to forgive "The Kalach-Cha" for stealing the Silver Sword of Gith - if the player surrenders the blade to her. As an additional bartering chip, they have captured Daerred and his companions, and are holding them hostage.
- If the Player gives away the Silver Sword of Gith: Vlaakith departs with the weapon, dragon escort and most of the attack force, leaving a small number of Gith to punish the Knight Captain for the "murder" of Zeearie. (She only said she would forgive the theft of the sword, not the Kalach-Cha's MANY OTHER crimes). One of the slain githyanki will have the key to the nearby tower.
- If the Player keeps the Silver Sword of Gith: Vlaakith and the entire githyanki force, (plus dragons), assails the party - in what is designed to be one of the most unfair and difficult battles in the game. The assailants will be arrayed so that it becomes very painful to engage the casters, as enemy fighters will prioritize knockdowns and disarms. When Vlaakith reaches 70% health, she will flee, leaving her minions to die or win in her absence. One of the slain githyanki will have the key to the nearby tower.
If the player wins the battle, the Sword of Gith will gain its final power - a Vorpal Attack, Slashing/DC 26.
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- Area: Infestation - The Crossroad Keep Caverns
(OPTIONAL CONTENT)
Aldanon will complain, (in the most long winded and addled way possible), of unpleasant bugs making their way into the library from the escape tunnel. While the library entrance to the caverns has been sealed - for security reasons - there is a second entrance from the basement level, and the player can elect tov isit the area and kill off the insects. (This will unlock the entrance). In the caverns below, the Knight Captain finds an unpleasant assortment of creepy-crawlies... and what stirred them up... the Death-Widow, a house sized spider with a lethal bite. Slaying it nets 15,000 experience and a drawn out meandering story from Aldanon.
If the Knight Captain befriended Kistrel, they will encounter her when clearing the infestation, and she will make some friendly gestures to her beloved friend. She will remain in her small lair. If the party engages Kistrel in dialog with Safiya in the party, the Red Wizard immediately recognizes the baleful polymorph, and dispels it. Kistrel lays on the ground a moment, shocked, and shakily rises to her feet. She then stammers for a moment... trying to become accustomed to a human mouth again. Her first coherent words are "s-so... hu... hun.. h-hungry...".
Kistrel is then added to the roster, and the party is jumped to the Phoenix Tail Inn, where Kistrel sits, stuffing her face with Ale and food. Duncan makes a disparaging remark about her eating more than the free-loading dwarf, and Neeshka, if present, piles on stating that Kistrel and Khelgar would both be at home in the pigsty. Khelgar pipes in and warns Kistrel to not mind the tiefling - Neeshka's just jealous spiders don't have anything to steal, ("...and Tyr knows you probably checked!").
After clearing several plates, Kistrel professes her undying "love" to the Knight Captain, and swears to do literally ANYTHING he/she wants forever - in an amalgam of child-like naivety and a small bit of impishness. (Kistrel's personality could be summed up as a merger of the blunt honesty and simple curiosity of puppy with the innate cunning of a vixen. She is brilliant, easily distracted, very forward in expressing her wants and not terribly restrained in pursuing an object of her desire).
If Safiya is romantically involved with the PC, she makes some very cutting remarks, and takes a marked dislike to Kistrel - offering, (threatening), to change her back into a spider again. Gann will volunteer to show Kistrel the various... amenities... of Crossroad Keep. (If the player is romantically involved with him, they will have the option of making some pointed comments directed at the somewhat lecherous Hagspawn).
The player will be allowed to question Kistrel about her past, and she will offer some tidbits, but she's been polymorphed for so long that her memory is very unreliable. She remembers a mission, some vague snippets of dead companions, and a name - "the Kaiser."
STORY POINT - The Truth of the Matter: Kistrel is the last survivor of the company Alustriel Silverhand dispatched to stop the Kaiser. They relentlessly tracked the tiefling for the better part of a year, and when they finally caught up with him - in the caves below Ember - they fought a pitched battle, in which the heroes were routed. (The glowstone in the cavern was dropped by one of the Spellguard killed in the fracas). During the battle, Kistrel fell victim to a baleful polymorph, transforming into a giant spider. Confused and frightened, she fled into the cave's darkest reaches, and slowly began to lose her mind. Only the close proximity of her comrade's glowstone allowed the sorceress to keep what shreds of her humanity she retains. If not for the minor artifact infusing the entire cavern with magic, Kistrel would have certainly succumbed to the Blackguard's curse decades prior.
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- Area: The Church of Tyr's Catacombs
(OPTIONAL CONTENT)
The Ivarr the Blessed will mention that many of the corpses in the catacombs below the temple have recently animated. While they remain hedged off from the rest of the fortress by a barrier he erected, they present a grave danger should the ward fail - the dwarf requests the Knight Captain destroy the creatures. Completing the quest ears 10,000 exp and a magical item.
STORY POINT - The Truth of the Matter: The undead below the church have awakened due to the spreading radiations of the summoning circle, which is growing more potent and uncontrollable by the day. Upon completion of this quest, the player will find a Death Knight's Diary, which when presented to Ammon Jerro, will net the player 1,000 experience and prompt the Warlock to piece together a bit more of the rift's riddle.
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- Area: Shandra Jerro's Tomb
(Coming Soon)
(OPTIONAL CONTENT)
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- Area: Stone Bridge
(OPTIONAL CONTENT) - The newbie hunting ground - a wide, open area, with a large stone bridge over water, a road, a guard tower, and respawning enemies. All low level quests from Daeghun will direct to this area.
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- Area: Startear's Tower
(Coming Soon)
(OPTIONAL CONTENT)
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- Area: The Path of Zerthimon
(Coming Soon)
(OPTIONAL CONTENT)
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- Area: Illefarn Artificer's Ruins
(Coming Soon)
(OPTIONAL CONTENT)
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- Area: Host Tower Dungeons
(Coming Soon) - Discover the connection, rescue Casavir.
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- Area: The Whalebones
(Coming Soon) - Board the Vigilant II, sail to Pandire Isle, discover who's behind the pirate attacks.
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- Area: The Unicorn Run
(Coming Soon) - The first area the Knight Captain enters when following Umoja's quest to speak to the Grandfather Tree. After completing it, ass The Lost Peaks to the World Map.
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- Area: The Lost Peaks
(Coming Soon) - Umoja would like to commune with Grandfather Tree. Explore the mountains and surrounding area. The Tree Ghost Tribe will attack - if Bodvarr is in the party, a peaceful encounter can take place.
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- Area: Mirabar
(Coming Soon) - Tracking down the Kaiser's base of operations.
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- Area: Granite Hold
(Coming Soon) - Infiltrate the keep, discover the leader.
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- Optional Cut Scene: Uncus and Axel
(Coming Soon) - Cut a deal with the Shadow Thieves be smuggled into Neverwinter.
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- Optional Cut Scene: Cormick & Colonel Brelaina
(Coming Soon) - Sneak into Neverwinter disguised as a watch member.