DMs Only: The Grey Knights

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Story Arcs

Adventure hooks and the long term plot arc for Game 2

In summary:

1) The ongoing battle against the Sons of Dread (Primary thread)

2) Companions lost in Koshe Marre

3) The pit fiend Barbazou

20) End Game-


Sons of Dread part 1

In the group's very first adventure the town's cleric of Wardd recruited the party to infiltrate the mage-dominated apocalyptic cult known as the Sons of Dread, wherein they played a role in thwarting their plans to detonate the magic-saturated body of Mengor, a not-quite-fully dead mage of old. The detonation would have destroyed a large part of the town, as well as the Sentinel, which keeps the dragons at bay, protecting New Elenna. It has since been proved that this threat, though real, was merely a diversion. In fact the Sons of Dread were stealing a mystic Library. (See Windhorn Archives Volume 1: the Crypt of Mengor)

Sons of Dread part 2

Scrolls were being made that seemed to control townsfolk in Plateau City. The spymaster Marcus bade the party investigate. They successfully stole away the evil magic scroll maker from the Sons of Dread. (see Windhorn Archives Vol 3: Plateau City)

Companions in Koshe Marre

When the scroll maker was returned to Marcus, he summoned his wife Qansis, a bright and beautiful elf. She examined it, requesting that Damocles the cleric stand next to it. Turns out the scroll making device was telepathic, and was leading some of the Sons of Dread toward our location! Qansis declared the one sure way to destroy it was to return it to Koshe Marre, from whence it came. Damocles would have to come and assist her. He assented. She teleported Damocles, the infernal scroll maker, and herself - to Koshe Marre for good. A later dream experienced by Arien suggested these two had been rendered undead and the Forge captured, but this seems to have been a trick of Marteaus. Their true fate is unknown. (see Windhorn Archives Vol 3: Plateau City, chapter 8). This should tie in nicely with Jerry's desire to see all games visit the location within a year of it opening for Woldian business.

Sons of Dread part 3

Shortly after that the Sons of Dread were involved with the building of the larger Soul Forge, that sucked the souls of the arena attendees at the death of Domi. The party were able to destroy the Forge, but not before Marteaus gathered enough power to kill his rival (see Windhorn Archives Vol 4: Death of Domi, chapter 1)

The Pit Fiend Barbazou

Whilst engaged on another mission the Hamleteers were unable to prevent the freeing of the demon Barbazou. The powerful demon toyed with the party, then let us go, swearing to destroy them when next they met. Interestingly he claimed they currently enjoyed the protection of Marteaus. (see Windhorn Archives Vol 9: Back to Windhorn Hamlet, chapter 6)

Unbeknownst to the party this was the in fact dreaded General Barbazou, a mighty pit fiend who commanded the evil armies at the battle of Edenmoor against the Storm Dragons (See Storm Dragon archives 20th March 2002, JK created him).

Though he has no tie in to anything else he was such a memorable bad guy (and things were left "to be continued") that it would be a shame to waste him.

Sons of Dread part 4

The party battled a powerful group of mercenaries who had been hired to kill them. They discovered that the great Library, stolen by the Sons of Dread, was now acting as an evil mage training school near the Red Hills, and that a mad Fixer was at work rebuilding the Soul Forge. They were able to destroy their base of operations, but both Lemmran and the Library escaped. (see Windhorn Archives Vol 12: The Infernal Machine)

Suggested long term arc:

1) The investigation of the Sons of Dread. Track: down their base, learn the extent of their organization, wipe them out and recapture/ destroy the Library, then perhaps face and destroy the Dread himself?

2) Visit Koshe Marr to discover fate of companions. Link in some way to Barbazou or the Sons of Dread? Or the mad Fixer Lemmran, perhaps he has gone there with the Sons of Dread to recapture the original Soul Forge?

3) Reintroduce Barbazou as a major player? Perhaps linked to Sons of Dread?

Concerns:

1) the Sons of Dread are a bit faceless. They have their schtick (gaining power without leveling, or gaining levels without earning them) but lack something as a "Big Bad". Some leaders with real character are required, and some depth to their evil schemes.

2) The changing makeup of the party means very few know the long term deal with this guys. Perhaps at some stage a "big reveal" might be required to bring the whole party up to speed.

Modules

Atonement Walks On Six Legs -- A post Dark Fae Rising module from early 2006.

What Was Lost Must Be Found -- a module set partly in Ice Vein, from 2009.

Gray Knights End Game -- the final module, "A Dreadful Situation at 30,000 Feet," the Grey Knights assault upon the Flying Cloud Island and the Dread Lords themselves and then finally into a planar breech to face the overlord Dread itself, from 2010-2011.