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Anyone here want to come together and write a D&D module together?

I need help with the storyline and actual structure as I know little about D&D. It needs a ton of work, there are plotholes and parts that don't seem to well fitted..... and some pieces of the storyline are only there to make certain loot be obtainable in the questline.

So far all I have........

The quest line starts off with a land owner asking a group of adventurers to investigate sightings of a strange mansion that suddenly appeared in the middle of a forest (Somewhat resembles the redwood forest in our world) he happens to own the deed for.

On the way through the forest you end up running into some goblins that have a rather disturbingly obsessive desire to use absolutely every part of the creatures they kill within what they consider to be their territory. If you are to stumble upon one of their camps you may find a medium leather armor made entirely of severed nipples and infused with some sort of necrotic magic and be frozen in fear upon first glance for a moment assuming you get close enough to notice what it is made from (Necromancer/Ranger Alliance camp), this will make you susceptible to attacks from the enemies. If you go a different path, you might find yourself up against a powerful elemental being summoned by a summoner and enhanced with druidic magic (Druid/Summoner alliance camp). You might also take a path where there is a massive summoned creature imbued with necrotic energy that heals itself every time it deals damage to you (Necromancer/summoner alliance camp). The fourth alliance camp is one where the rangers and druids are allied, this one is heavily laden with traps and vines and trees that seem to come alive at every twist and turn. Among the goblin tribes there are summoners, rangers, druids, and necromancers, they do not get along the best but will occasionally work together. The druid goblins are likely to keep their distance from you and stay in the shadows as they manipulate nature itself to test your strength, the rangers are likely to utilize traps and poisons to test your ability to overcome obstacles and be prepared for any situation, the necromancer goblins are likely to just summon undead to see how well you can handle hordes of enemies at once, while the summoners intend to test your ability to handle large and powerful single enemies, but the four allied camps pose more unique additional challenges that may be best to avoid. You also end up running into some pixies and fairies along the way. Within the forest there is also an ancient alchemist living there within a shack that seems to have been built much out of already rotted wood and animal hides. The Alchemist living there is undead but seems oddly intelligent and yet seems to not be a lich or anything an adventurer might be particularly familiar with. It would almost seem as if his intense passion for alchemical research is somehow key in keeping him on this plane of existence, he is friendly and will even sell you potions that he has made. If you become hostile towards him he will appear to die but then after you are convinced that he is slain you will be ambushed by a bunch of the creatures living in the forest and as you lay there bleeding out you will see that his defeat was somehow faked as he stands there before you looking down at you in disappointment. In the middle of the forest, very well concealed by the trees and a thick mist resides an old mansion. According to the land owner this mansion was never there before, and yet there it is... far too old to possibly be something that was recently built.

Once you step inside the mansion you find a spectral figure with long grey hair sitting in a large room with stair cases on each side of where he sits. The spirit greats you and proclaims his name to be Lokeal. Eventually you find that this spirit wants you to play a game with him. The game he wishes to play is a strategy game, in fact it is a magical board game that will suck the players into it. He tells you there are stakes for both winning and losing but they are much better off winning. It turns out he is testing your wit and strategic capabilities, if you manage to win the game he will then place a curse on you in which can not be dispelled by anyone other than him and then you are given a task to retrieve a few items that belonged to him from when he was alive.

1-A magical dagger and a Bastard sword that said magical dagger is designed to be slotted into thus empowering it with the same magic as is present in the dagger. He explains that these two items should be in one piece but may have been separated. This weapon set was gifted to Lokeal by a famous blacksmith that worked with The Blood Of Vol. This sword/dagger was lost in a battle that took place deep in an underground labyrinth who's construction was complicated due to its path running into several obstacles that in the end convinced the builders that such construction should be stopped until said problems were resolved. The first problem was that the labyrinth construction ran into a few underground water streams and even intersected with the wishing well of a nearby village. The second obstacle was that one part of such disturbed an ancient burial ground site, and the third obstacle is that the construction also intersected a large forgotten mining outpost. Lokeal was hired to investigate and try to resolve some of the problems that was keeping the construction behind however a cave in that had knocked him unconscious forced him to leave behind his sword and when he awoke he found that he was forced to leave. When he tried to return later on he was denied passage and told that if he wanted to gain passage to the labyrinth that he had to regain favor with the man who had originally hired him by retrieving a large gem imbued with powerful yet unstable elemental magic that could be used to reshape large terrains of land, unfortunately this gemstone was imbedded into the forehead of a Tarrasque.

2-A single vambrace made for the left arm that glows with a dark purple light. This cursed vambrace was a powerful artifact gifted to Lokeal by the demon lord Graz'zt after Lokeal managed to intrigue Graz'zt and win a bet he made with him. The bracer was lost during an encounter with a Tarrasque in which retreat was the simply wisest option, unfortunately the mission was a failure.

3-An enchanted armor, and a collection of eight rune sigiled plates that are made to adorn said armor. This Armor was gifted to Lokeal by Erandis Vol herself, but lost upon Lokeal's death that occurred in an Inn he was staying at the time.

On the other hand if you lose the game you are playing with him, you are told that you are free to leave but upon leaving the mansion you hear a heavy sigh of disappointment and are soon ambushed by all the creatures that reside in the forest. "You must not be allowed to escape now that you know of our master" they say, "You are too weak to serve our master" they proclaim. If asked the right question, one might say "Our master must be resurrected, that is what we ultimately seek. When you entered this forest, you unknowingly signed up to serve him. It matters not how you serve him but you will either ensure that he be resurrected or be sacrificed to his servants".

If you win the game, Lokeal will open a dimension door and give you instructions for which you must follow if you wish to have the curse on you removed. Your first quest will be to slay the guards and break into the labyrinth to find and retrieve Lokeal's sword and Dagger. If you choose to wield the sword with the dagger slotted into it or the dagger on its own, you will find that it is made of Adamantine and has the ability to restore your vitality with every strike you make against an enemy, reduce enemy constitution and on rare occasions trap the soul of an enemy that the sword finds to be an intriguing enemy into a tiny gemstone, the weapon also deals force damage on strike with extra on criticals (Area of effect). The dagger is sentient and its personality can be described as stoic and witty with a morbid sense of humor and a moral code that often runs contrary to those of lawful good alignment in such a way that often tends to put those of such alignments to shame. If you could ask the dagger what his alignment is, he'd claim himself lawful neutral, if you were to ask a someone of a lawful good alignment what his alignment was, they'd proclaim chaotic neutral, while if you ask someone in The Blood Of Vol religion who considered the religion to be on the side of good, they would say that the dagger's alignment is Lawful Good. Once you retrieve the dagger and sword, you are to return to Lokeal with the help of a goblin who opens up a dimension door for you to return to the mansion.

Upon returning to the mansion, this time Lokeal had a table with tea prepared and is sitting at it waiting for you. Strangely, the scent of the tea pulls you in and you can't seem to resist its aroma and are completely and utterly compelled to accept when some of said tea is offered to you. Strange, the tea does not seem to be comprised of liquid at all, but rather a flavorful mist with hints of green tea, ginger, cinnamon and bergamot. As you sit down to drink the tea Lokeal tells you a bit about his backstory and reveals that he was once an Artificer who was a high ranking member of the Blood Of Vol but left after having doubts on the path Erandis Vol had chosen for the Blood Of Vol to follow. Lokeal then reveals that in life he was an Artificer and sword for hire once he left the service of Erandis Vol. He explains a little bit on when the sword and dagger was crafted for him. Lokeal then tells you that the tea you just drank is meant to help protect you in the next quest you are to undertake, and he warns you on the dangers of facing a Tarrasque. He then gives a set of instructions and opens another dimension door for you to enter.

You find yourself in a vast dessert with hills of sand piled high in every which direction and a few dead trees and large rocks here and there. Your mission is to use a compass given to you to locate the bracer and to finish severing the gemstone from the forehead of the Tarrasque and retrieve such as well. For this mission you are given a talisman in which will teleport you back to the Mansion if you gain possession of both items.

Upon returning you find that the gemstone was the very item Lokeal intended to use in order to leverage the service and compliance of the creatures of the forest that are currently in his service, he relays this to you telepathically and warns you to not allow any of his servants to know that such is within your possession as such would endanger you. For the alchemist, the stone held the ability to create an ecosystem capable of growing everything the alchemist desired all in one area, including some very rare and valuable plants and specimens that could normally only be grown on other planes, and for the other creatures the stone held the power to recreate the kingdom of their ancestors on this plain of existence. With the magical stone and Lokeal's vault of wealth that only he knew the location of, if Lokeal were to be resurrected he could grant all these things to those whom he solicited support from. The alchemist's job was to build Lokeal a new body for him to eventually inhabit, since the alchemist also dabbled in necromancy he was the perfect person for said job. The pixies and fairies were tasked with manipulating and testing the adventurers who'd enter the forest, and the goblins were tasked with testing the combat prowess of the Adventurers. When you enter the mansion this time, instead of Lokeal sitting in the room, there is a stone staircase going down into the middle of the floor and rather than the floor being wood, it was now stone. The passageway down beckons you, there on an altar you see the body that the alchemist had designed for Lokeal dressed in rags with a solitary ring adorning his right index finger and an ornate pendant around his neck. The alchemist explains to you that Lokeal's spirit is currently attuning to the new body that was created for him and that his armor needs to be retrieved to perform a ritual to awaken him from his now coma-like state. The alchemist explains a bit on his origin story, apparently he knew of Lokeal in life and also served The Blood Of Vol but never actually met Lokeal until after he joined the undead. He then goes on reminiscing and explains that like him, he left the religion after seeing a darker side to Lady Vol. According to the alchemist, Erandis Vol isn't truly evil as her intentions are good and what twisted her to what and how she is now was an evil that still persists to this day. He then exclaims that so long as those who visited the atrocities onto the house of Vol still live and breath proclaiming to be good and being acknowledged as to being good, the actions of Erandis Vol to try and right the wrongs committed onto her and her family should be taken in with a certain level of forgiveness and understanding as her wrath isn't without justification. He then explains that Lokeal and him are partners, equals even. It turns out that Lokeal agreed to be his guinea pig to test out his resurrection method before such would be repeated on himself.

He then opens up a portal for you and tells you that the final item is his armor which may have been buried with him by those running the inn. He tells you that something isn't right about such and that to this day he is unsure about how Lokeal died in his sleep and that the location was most unusual for an inn. He cautions you telling you that Lokeal only ever spent a single night at that inn and that soon after his death, his soul was retrieved by a magical artifact that Lokeal kept at his home residence so that even as a spirit he could never figure out what killed him. Lokeal has been a spirit for only 15 years now, so that Inn should still be there. According to Lokeal the Inn was relatively small so if by chance the owners kept his armor, you should not have much space to explore to find it and chances are someone is still there who would know where his armor was buried if it were buried with him.

When you get through the portal, you find that the Inn is not some small establishment, but a rather large one and something feels odd about it.

You walk into the inn and the person at the front desk greets you but you feel uneasy as they evoke a sort of an uncanny valley effect. You ask about Lokeal and his armor but are then told that the owner would know such but won't be back until tomorrow morning. The lady at the front desk says that she is the owner's daughter and only recently started filling in for him and learning the trade so she can't be of much help.

Thanks to a few guests that arrive shortly after you, you ...

Secular_Squirrel 7 Oct 23
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How about a D&D that helps people not to go off the deep end and shoot up everything. I hope it is not off topic.

@Secular_Squirrel Not saying D&D is responsible for such but rather suggesting make a D&D that must act on identifying such.

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thanks, but it's beyond me

TheDoubter Level 9 Oct 24, 2018

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