* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : 2nd ed Zhentil Keep Started at 06-06-07 12:19 PM by MikeR7716 Visit at http://forums.gleemax.com/showthread.php?t=861006 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : MikeR7716 Date : 06-06-07 12:19 PM Thread Title : 2nd ed Zhentil Keep I would like to start a 2nd ed campaign set in Zhentil Keep, immediately after the fall of the city (based on the boxed set). Anyone used this as a starting point / main focus? Any successful plot lines? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Llwch Date : 06-06-07 02:04 PM Thread Title : Re: 2nd ed Zhentil Keep I would like to start a 2nd ed campaign set in Zhentil Keep, immediately after the fall of the city (based on the boxed set). Anyone used this as a starting point / main focus? Any successful plot lines? Try a twist... have the players be natives of Zhentil Keep (non evil). Bear in mind that the downfall of Zhentil Keep would likely be blamed on various "villains" (remember that "villain" is a title easily forced on others - I suspect that Manshoon, Fzoul and the rest of them would quite easily call Elminster, Khelben and the like "villainous"). So, Harpers, Dalesmen and what not could easily be considered "evil" to those who have been born & raised in Zhentil Keep - provided that they fell for the doctrine forced upon them by the Priesthood of Bane/Cyric and the Zhentilar. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : MikeR7716 Date : 06-07-07 11:43 AM Thread Title : Re: 2nd ed Zhentil Keep Having "outsiders" painted as the bad guys is an interesting twist. My impression is that the commoners of ZK were so much under the thumb of the Zhentarium that, even if constantly told the Harpers and others were the reason the Zhents had to keep a firm hand, they would be considered a secondary factor to a harsh daily life. Definitely something I am going to mull over. The general plan was to have the PC's fleeing on one of the initial ships to try to leave after things start to settle a bit following the attack on ZK. The ship would be attacked by a white dragon. One of the passengers would have magic that would allow them to survive but basically be trapped inside a frozen, busted ship that eventually drifts back to the coast of the ZK ruins. The first course of action is to return to the surviving portion of ZK. I would like something in the ruins to catch their eye enough to encourage them to stay in ZK and venture into the ruins as a group. It is an interesting environment as it is a VERY new ruins and the attacking army is still in the area. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.