I'd love to know what kind of magical items and creatures the Red Wizards of Thay might be holding on to, containing and researching, in their quest for power.
My home campaign is set in Aglarond after Szass Tam has been defeated and after the Wizards Reach on Aglarond's southern coast was pulled from Thayan grasp. I hypothesize that with these power vacuums, the other Red Wizards are likely scrabbling for power grabs. Maybe their grip on all of the power that's been amassed is not as solid as it once was... in that case, I'm thinking of building a mega-dungeon based off of an SCP Foundation Breach scenario: monsters are on the loose, cursed magical items are eroding the sanity of their watchers, undead are being wrested from the control of the acolytes left to manage them, and the party knows that something terrible is at the heart of the endless levels of bunkers under the Thayan plateau, that they need to get to in order to prevent Thay and the surrounding countries from entering an apocalyptic nightmare.
The Red Wizards have been demonstrated to be very powerful, with ties all over the world. What kind of loot would be so special (or have so much dangerous potential) to them that they'd prefer to bring it home to sit on it, instead of pestering adventurers in other countries?
I think it'd be pretty much the same-ol-same-ol. The Zulkirs' main priority is still infighting and grasping for power and pursuing their own agenda - sure some want to expand outward, but no concerted effort.
I'm building a campaign with one of the Zulkirs as the main antagonist. It's working on plans to enslave a bronze dragon to use its essence to enhance its own power - thereby giving her an edge over the other zulkirs - to allow her to focus that infighting outward for a real push into other regions. The key to all that is amaratha, a vein of which has been found outside of Thay, north of Moonsea. They've got some duergar hired to mine it in secret and are building lightning-immune armor out of it - one of several tools they're going to use to defeat the bronze.
climax is the bronze has caught on to the plan but can't directly confront the zulkir due to heavy dragon wards and other countermeasures across the area, in anticipation of this particular scenario. so bronzey is going to halo drop the group deep inside Thay on an assassination mission to take out the zulkir.
And the open-ended twist? an opposing zulkir congratulates the party for taking out their political opponent - and offers any casters membership into the Red Wizards (as a player faction) - with a renown equal to whatever they have in their current faction.
When I looked at this, I thought it would it would present a corporation run by the red wizards a la aquisitions incorporated. "We do necromancy at a better, cheaper price" or "two-for-the price-of one ressurection spells tonight only" :)
I think your idea is great, but it seems more combat oriented. If your players like social interaction, roleplaying, and exploration they may be dissapointed.
As far as powerful magic items go, here are my suggestions: the original tablets of fate, that god-killer dagger, a living god from the time of troubles, the tomb of horrors magically teleported etc. You seem to know enough lore on the red wizards that either your a hardcore early edition nerd or spent time on forgotten realms wiki. Either way, should be pretty clear.
A good one to consider would be a fragment of the creation stone (think that's the name) the thing that spawned the slaad. Imbued with the energy of limbo and all the weirdness that could come with it. People being turned into slaad or having slaad babies burst from their chest could be another little bit to consider.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
OrtanFang, I just got lost in the forgotten realms wiki for a couple of years. Thanks for the suggestions! I'll find some way to work the other pillars in here and there--I think there's going to be a couple more years before my players make their way over to start that sort of a dungeon, if they make it at all!
Hey does anyone on here really good at drawling and likes scps, if so can you please send me artwork of SCP-002 The "Living" Room to me, just SCP-002 not any background thank you.
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I'd love to know what kind of magical items and creatures the Red Wizards of Thay might be holding on to, containing and researching, in their quest for power.
My home campaign is set in Aglarond after Szass Tam has been defeated and after the Wizards Reach on Aglarond's southern coast was pulled from Thayan grasp. I hypothesize that with these power vacuums, the other Red Wizards are likely scrabbling for power grabs. Maybe their grip on all of the power that's been amassed is not as solid as it once was... in that case, I'm thinking of building a mega-dungeon based off of an SCP Foundation Breach scenario: monsters are on the loose, cursed magical items are eroding the sanity of their watchers, undead are being wrested from the control of the acolytes left to manage them, and the party knows that something terrible is at the heart of the endless levels of bunkers under the Thayan plateau, that they need to get to in order to prevent Thay and the surrounding countries from entering an apocalyptic nightmare.
The Red Wizards have been demonstrated to be very powerful, with ties all over the world. What kind of loot would be so special (or have so much dangerous potential) to them that they'd prefer to bring it home to sit on it, instead of pestering adventurers in other countries?
I think it'd be pretty much the same-ol-same-ol. The Zulkirs' main priority is still infighting and grasping for power and pursuing their own agenda - sure some want to expand outward, but no concerted effort.
I'm building a campaign with one of the Zulkirs as the main antagonist. It's working on plans to enslave a bronze dragon to use its essence to enhance its own power - thereby giving her an edge over the other zulkirs - to allow her to focus that infighting outward for a real push into other regions. The key to all that is amaratha, a vein of which has been found outside of Thay, north of Moonsea. They've got some duergar hired to mine it in secret and are building lightning-immune armor out of it - one of several tools they're going to use to defeat the bronze.
climax is the bronze has caught on to the plan but can't directly confront the zulkir due to heavy dragon wards and other countermeasures across the area, in anticipation of this particular scenario. so bronzey is going to halo drop the group deep inside Thay on an assassination mission to take out the zulkir.
And the open-ended twist? an opposing zulkir congratulates the party for taking out their political opponent - and offers any casters membership into the Red Wizards (as a player faction) - with a renown equal to whatever they have in their current faction.
Guide to the Five Factions (PWYW)
Deck of Decks
When I looked at this, I thought it would it would present a corporation run by the red wizards a la aquisitions incorporated. "We do necromancy at a better, cheaper price" or "two-for-the price-of one ressurection spells tonight only" :)
I think your idea is great, but it seems more combat oriented. If your players like social interaction, roleplaying, and exploration they may be dissapointed.
As far as powerful magic items go, here are my suggestions: the original tablets of fate, that god-killer dagger, a living god from the time of troubles, the tomb of horrors magically teleported etc. You seem to know enough lore on the red wizards that either your a hardcore early edition nerd or spent time on forgotten realms wiki. Either way, should be pretty clear.
Proud poster on the Create a World thread
A good one to consider would be a fragment of the creation stone (think that's the name) the thing that spawned the slaad. Imbued with the energy of limbo and all the weirdness that could come with it. People being turned into slaad or having slaad babies burst from their chest could be another little bit to consider.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
That's fantastic, HeroZero, I love that. Thanks!
OrtanFang, I just got lost in the forgotten realms wiki for a couple of years. Thanks for the suggestions! I'll find some way to work the other pillars in here and there--I think there's going to be a couple more years before my players make their way over to start that sort of a dungeon, if they make it at all!
Hey does anyone on here really good at drawling and likes scps, if so can you please send me artwork of SCP-002 The "Living" Room to me, just SCP-002 not any background thank you.