by mikemacdee » March 6th, 2019, 5:30 am
Necrobump! I put together some new story text and whatnot based on the OP. I always found the story for this quest pack to be pretty weak and even confusing.
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INTRODUCTION
If it hadn’t been for the riot, you would never have escaped the slave camp, nor taken the slave master hostage in the process. In exchange for his life, he allowed you to take all of his belongings, including a box of mostly useless letters.
Only one letter caught your attention: a correspondence from a friend named Grin. It mentioned a rendezvous in the city of Thale, near the World’s Edge Mountains. Grin was eager to discuss his discoveries about the “vaults of Kellar’s Keep.”
Lost on the other side of the world and forced to start your life over, you found the word “vaults” enticing. It suggested money. Hoards of it. So you used the last of your gold to charter a ship, and set course for Thale.
Grin was not pleased to meet unfamiliar faces in the Thale tavern, but a company of former adventurers was just what he needed. Grin was a dwarf, descendant of the dwarves who once lorded over the now decrepit Halls of Belorn, a vast sprawl of subterranean cities and tunnels beneath the mountains. On the far east side of the mountains was Kellar’s Keep, the stronghold of Grin’s ancestors, where untold riches supposedly sat waiting to be claimed.
Many had sought the treasures of Kellar’s Keep, but none had returned. All had fallen victim to the perils of Grin’s Crag -- the only way in or out of Kellar’s Keep, a gauntlet constructed by Grin’s ancestors.
But Grin was not deterred by legends of ancient peril. He had discovered hieroglyphs in the Halls of Belorn, at the cost of the lives of many friends. His ancestors had constructed a stone map safely navigating Grin’s Crag, which was broken into four pieces and hidden throughout the ancient Halls. Grin discovered the location of each piece, but exhausted his resources acquiring these priceless clues.
After much bartering and many ales, you came to an agreement: to brave the perils of the Halls of Belorn, reassemble Grin’s Map, and lead the way to Kellar’s Keep. In exchange, Grin promised a bountiful share in the treasure of his ancestors -- more wealth that you could ever imagine...if the treasure indeed exists...
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THE HALLS OF BELORN
The heroes can quest for the map fragments in any order, but can only enter Grin’s Crag (Q10) once they have assembled the map. Each area consists of two consecutive quests which cannot be interrupted by visits to the armory.
The Great Citadel (Q1 & Q6). This once magnificent citadel is now the headquarters of a monstrous legion led by the terrible warlord Gragor. He may have already discovered the map fragment hidden here, though whether he understands its value is anyone’s guess.
The Dwarven Forge (Q2 & Q4). An ancient forge where many legendary treasures were created. It hides the second map fragment, but the forge lies on the other side of the Warrior Halls, the proving grounds for countless dwarves of legend.
Hall of the Dwarven Kings (Q3 & Q5). At the end of a deadly spiral passage is the resting place of King Belorn and his descendants. Here the third map fragment has been buried with these bygone heroes, whose valor is formidable even after death.
The East Gate (Q7 & Q9). This gate once guarded against intruders who would dare enter the mountains from the eastern shores. The final map fragment lies here, between two insurmountable perils. On one side, the orc warlord Ogrok and his marauders, hiding from the Emperor’s noose. On the other, the guardian of the East Gate itself, a beast so terrible no one can describe it.
Grin’s Crag (Q10). Only with the reassembled map can the heroes brave this treacherous gauntlet and enter the vaults of Kellar’s Keep. All others who approached these vaults became tragic legends of foolhardiness.
OTHER NOTES
Change the flavor of the monsters on occasion to spice things up. I plan to have some quests feature henchmen in place of the greenskin monsters (such as the war party, or the enemies in the forge) to suggest other groups of mercs or adventurers also seeking the treasure.
Move the shapeshifter of Quest 9 to the center room to serve as the dungeon "boss" rather than a chance encounter. Maybe the door to the exit has the same puzzle as the trick door in Quest 7.