Cult of Thoon Adventure / Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Kalanth

08-11-07, 06:43 PM
So I was flipping through the Monsters Manual V today and came across the Mind-Flayers of Thoon. I read the information on the cults and the details on such Illithid and I got to thinking about a campaign based around this concept. So here is my idea:

- For levels 9 - 20 (starting at 9, building up to 20. I plan to run the four Eberron modules first, five if you count the one in the ECS).

- Five man group. No idea what the characters will be as I am trying to plan this months in advance.

- Initially the enemy will be Thoon Infiltrators as they are the most humanoid looking.

As I worked it out, here is a touch of what I came up with for a plot:

A former captain of the Cyrian military had come to the Eldeen Reaches to find peace and serenity after the end of the last war. There she found a young human of the small hamlet known as Greenheart and soon the two fell in love. From the beginning the man told the captain that he had intended to learn more about the wood, though she did not realize that he meant to become a Gatekeeper. Over the months he became distant towards her, spending more and more time in the woods learning all he would need to know. Finally the day came when he told her that he was leaving her, his training having been completed at long last. The woman wept for her love to remain with her, but his devotion to the Gatekeepers was stronger than his love for her, and so he left her on her knees. Years had passed since the two had separated so that he could pursue his dream, and she to stew in her rage and jealousy of the Gatekeepers.

So changed her ways, learned the art of assassination, and slipped into the woods to find her lover. Slipping through the trees she found him with a single companion, guarding what looked to be nothing more than a single stone pillar. The murder was quick, and left the two Gatekeepers dead in the forest, but the effect was felt in ways that no one could have imagined. As the two Gatekeepers fell dead to the ground the pillar exploded into a bright light, which allowed temporary access to Xoriat. From within came a single creature, a mind flayer, who found the woman crying over the dead body of her lover. The Illithid took the woman into her arms with ease, for she did not fight him. Spreading the corruption of the Illithid, the woman became obsessed with a demon by the name of Thoon. The gate closed behind the two, leaving them alone in the woods of the Reaches. It was not long before they disappeared into hiding.

While in their hideout, the Illithid and Cyrian captain work together to form a band of brigands to spread the word to the world. Intent on learning a way to remove the locks that keep Thoon and his followers in Xoriat these brigands have been gathering information while bolstering their numbers from the Gatekeepers and others that roam the forests of the Eldeen Reaches. Quietly they hide in plain site, using the city of Varna as cover.

But the effects of the gates temporary collapse and the murdering of Gatekeepers had reached ears that could not ignore the sound. Both the Gatekeepers and the Twelve were alerted to the gates opening. The Gatekeepers have scrambled and ensured that all the gates are once again secured, and the Twelve has dispatched word to the strongest of Khorvair that hero’s are needed.
____

The captain becomes either a Thoon Infiltrator or a Thoon Thrall, not quite sure on that one yet. The ways to move the plot are also still in the works, as well.

So here are some questions:

- Can the Extract ability of the Mind Flayer work on a warforged? If not to suck out a brain, then at least to remove the head?

- If the players are sent by The Twelve (which is my plan) just how would the gatekeepers react?

- The initial murders were done by the woman before she was taken by the Illithid, so they appear as it would from an assasins blade. What are some good clues for said murder that can really take the players off the track?

- If the Illitihid was able to open another gate to Xoriat, how long do you think before the Daelkyr took notice?

- How would Xoriat affect a player if they were to set foot on that plane?

- And just about what CR would you place on Thoon him/herself?

I am sure many more questions will come up in this as I am planning the adventure, but these are the initial ones I was going over as I thought out the concept of the campaign. I will leave intential wholes in the plots for moments when it could be tied back to the modules incase the players do things like not return the schema's. Overall, its fresh, maybe 2 hours old as an idea and has very little on paper. Anything even outside of the questions I put down is welcomed as well.
Kalanth

08-12-07, 11:06 AM
:D
Nundahl

08-16-07, 10:55 AM
- Can the Extract ability of the Mind Flayer work on a warforged? If not to suck out a brain, then at least to remove the head?

Most definitely, there's vital fluids and organic pieces in there that, from a roleplay perspective are not a Mindflayer's favorite dish I'd imagine, but certainly combat effective.

If the players are sent by The Twelve (which is my plan) just how would the gatekeepers react?


Well, it wouldn't be a bad idea to have some Half-Orc/Orc allies for the PC's to battle alongside (figure out some quick mass combat rules of course, never roll out each npc in a battle like that) but it could be a lot of fun. Remember that there are other adventurers out there, the PC's could just meet a small group of Gatekeepers working at the same goal or a large invasion repelling force, have fun with it. On the flipside, the Gatekeepers might not trust the PC's and could be an unlikely enemy.

The initial murders were done by the woman before she was taken by the Illithid, so they appear as it would from an assasins blade. What are some good clues for said murder that can really take the players off the track?

Off the track? I guess you mean Red Herrings? Jealous family members, old war veterans ... I'm not going to deep here because I'm not sure if that's what you're after.

If the Illitihid was able to open another gate to Xoriat, how long do you think before the Daelkyr took notice?

Short answer? As long as you'd like ... Xoriat is an alternate plane of existence, Chaotically aligned ... the portal to Xoriat could be contained in a small cave hidden away, or in Daelkyr Grand Central station, what fits your story?

How would Xoriat affect a player if they were to set foot on that plane?

Will saves every round. Look to some World of Darkness material for Derangements if you can, start throwing temporary ones at the PC's. Maybe even make Fort saves after prolonged exposure and mutate the pc's a bit, "Ah, you failed? Muscle striations begin to stretch and tear away from your right hand and forearm, discoloring and pulling from the bone forming a mass of dozens of tentacles as the skeletal structure beneath begins to crack and crumble away ..."

And just about what CR would you place on Thoon him/herself?

Well, that depends ... personally I'd suggest that Thoon be so great that it is unbeatable, BUT if you're interested in your PC's combating Thoon, just make it an appropriate but overpowered CR for the party. Is the goal of the campaign in the DM's eyes to stop Thoon's release or to destroy Thoon? In the ladder it should kill a few PC's before it goes down, it should be a battle the characters regret but the players cheer for. But that's up to you to work out.

Have fun!
Lazaro

08-16-07, 03:51 PM
So here are some questions:

- Can the Extract ability of the Mind Flayer work on a warforged? If not to suck out a brain, then at least to remove the head?

- If the players are sent by The Twelve (which is my plan) just how would the gatekeepers react?

- The initial murders were done by the woman before she was taken by the Illithid, so they appear as it would from an assasins blade. What are some good clues for said murder that can really take the players off the track?

- If the Illitihid was able to open another gate to Xoriat, how long do you think before the Daelkyr took notice?

- How would Xoriat affect a player if they were to set foot on that plane?

- And just about what CR would you place on Thoon him/herself?

I am sure many more questions will come up in this as I am planning the adventure, but these are the initial ones I was going over as I thought out the concept of the campaign. I will leave intential wholes in the plots for moments when it could be tied back to the modules incase the players do things like not return the schema's. Overall, its fresh, maybe 2 hours old as an idea and has very little on paper. Anything even outside of the questions I put down is welcomed as well.

1)According to FAQ: Extract does infact work on Warforged.

As for your second and third question I have no clue.

4)If a creature were able to bring Xoriat Conterminous with Eberron again I feel it wouldn't take long for something to notice.
5)A player would probably be at risk of 1-going insane, 2-gaining the pseudonatural template 3-Something much worse!
6)Personally I wouldn't give Thoon a CR. And if I were it would be an epic level game for sure. One the things I liked most about the Mind Flayers of Thoon was that Even the Mind Flayers don't know who or what Thoon is, "Thoon is Thoon, and Thoon is all!"

If I were to use Thoon, it would be more likely an enigmatic enitity from Xoriat. The Mind Flayers of Thoon and there ilk were stranded on Eberron once access to Xoriat was sealed. Now after plotting in the depths of Kyber they are being to seek out creature with "quintessence" to fuel a plot to try to open a portal to Xoriat to be reunited with Thoon. If you want a physical form make Thoon one of the imprisoned Daelkyr lords. His Mind Flayers now free of Kyber seek a way to free him.
Altar_Boy

08-19-07, 12:50 AM
To really bump up the threat of Thoon, have the first major encounter with them reveal that they caused the Day of Mourning by removing all the quintessence from Cyre.

That way, when the PCs hear the flayers are in their hometown, they might believe it will soon become "New Mournland City".

Also, it gives the PCs an idea of what Quint is; that, without it, healing cannot function, souls become lost, and monsters run rampant.