ACT IV
Chapter 1:
During their travels, as they set up camp and the assassin goes off to collect wood, the hero talks to the elves about the relationship with the drow. It's a rather philosophical debate about the elves and the drow. The elves offer more history about the whole backdrop.
When the assassin returns and they continue traveling, there is a definite tension between the two elves and the drow. It starts with backbiting words and nearly comes to blows, when suddenly a monster of the Dweller shows up and attacks them. They are forced to set aside their differences to defeat the monster. After the battle the argument is put to rest, but the tension remains. After venturing and finding another threat, the idea is reinforced even further that they will have to work together to defeat this threat, and by the end of the chapter the elves and the drow are on speaking terms.
Game Notes for Chapter 1:
This should represent a series of adventures intersected with “mini cinema clips” which explores the whole relationship between the elves and the drow in Farland. Talk about the split between them, and have some tension between the group as they face perils while advancing towards the final key. (This is where all the ancient historical notes in terms of elves and drow as detailed on the World of Farland website come in. As for the elven companions, one of them should be the Bladesinger the hero defeated for the life of the assassin, and the other should be an arcane archer.
Chapter 2:
They venture to the last civilized town before the entrance into the drow Sanctuary. Here, after defeating a few wandering monsters, they check into an inn and the drow sneaks in under disguise. Inside a room, they make their plans. They tell the hero that all of them will be under a glamour (that need it) to look as drow do. It is then that the hero learns that only a drow can open all of the doors to the sanctuary. More plans are made, and they turn in. The Serpent appears to them all in a dream, including the hero, telling him of his impending failure and that soon all of the keys will be his. After the dream, the hero wakes up frightened for the Serpent seemed to have absolute power over him in this dream. (In this dream, the hero will be absolutely destroyed by the priest before waking up in a cold sweat....)
Game Notes for Chapter 2:
In this chapter it is explained exactly how the character is not only supposed to see underground, in pitch black night, but also how he is supposed to be sneaky about it in the process while not carrying around a massive light sources which would betray the party’s position to some not-so-friendly drow. The only cutscene is the explanation. The beginning of the chapter and the dream are live action. The dream should involve fighting the serpent's minions before battling the actual serpent.
Chapter 3
: After finding the entrance, the glamour is put on so the party look like drow. The hero is given the ability of darkvision. They venture in the Underdark and face more than a few threats, including a mind flayer and a drow patrol. The hero never realized the Underdark could be so deadly.
Game Notes for Chapter 3:
Player controlled action in the Underdark! Some choice encounters would be a beholder, a mind flayer, and of course, that drow patrol that they will either have to sneak by with some choice words, or kill outright. (And, the elves will be more likely to kill the drow than to treat with them, so they may work against that sort of planning.) One undead encounter may not be a bad idea here, either…Another feature that should be prevalent are some mechanical and magical traps that have to be bypassed as well. (As an example: Falling down a pit and being chopped to bits by five different blade barriers...or, sliding down a ledge that is sharpened like a cheese grater....get graphic since it will be in "night vision" anyway. This is a combat heavy chapter.
Chapter 4:
After making it into the city, the assassin does most of the talking. Occasionally when pressed too hard they have to knock someone out or kill them to keep the silence. They press ever further into the chambers, and this key is guarded...by a localith/demon. It's a terrible battle, and one of the elves is killed while the other is mortally wounded. All take their lumps, but if victorious, they recover the Fifth key. But, they don't have too much of a chance to celebrate because the Serpent has followed them under glamour right through the corridors and starts pressing the hero after blasting a spell at the assassin and knocking her into a corner. Because even though all of the keys are there, only a guardian can open the door....
Game Notes for Chapter 4:
This is player controlled action with some minor decisions on whether or not to bluff past the drow sentries into the city. If at any time they are caught, they will either be sacrificed outright, or sent to the localith as a snack without their magic goodies.
Chapter 5:
The Serpent again pushes the hero to release guardianship to him while blasting him with spells. He argues that despite the oath, he WILL kill the hero and find a way to open the gate if he has all the keys... and that he will not be denied. All appears to be lost, as the elf is so wounded he can barely move and the hero saw the drow fall in battle.
But not so... for the drow in one final attempt tackles the Serpent with a poisoned blade from behind. Wounding him, she grabs the pouch that she knows to have the keys and throws them to the hero and screams at him to run. Gathering up the elf, the hero limps out of the cavern as he hears terrible screams and then there is an explosion behind them. The cavern collapses. The glamour is put on again, and the two appear to be injured drow who move away from the carnage. They hide in a corner and let the other investigating drow go by and make their way out of the city. They have to sneak or fight their way out.
Game Notes for Chapter 5:
This is the section where the drow commits an act of self sacrifice in order to kill off the Serpent and allow whatever survivors there are to escape. If the hero doesn’t use the glamour to escape and tries to fight his way out, the chances are much higher he’ll get caught and killed.
Chapter 6:
Getting out of the Underdark is just as bad as getting in. More threats abound. The elf, who is a great hindrance, argues at times that the hero should just leave him and try to find his own way out. The hero doesn't do this, and after coming across some healing potions, the elf helps the hero escape the Underdark. Before they leave, he tells the hero that he has sent a message to his Elder stating that they had succeeded in their quest, but it had cost the drow her life. He promises the hero that her sacrifice will not be forgotten, nor will her gesture towards defeating this evil. Once out of the Underdark and at the township, the elf and the hero part ways. The elf states that the hero will have to make the decision as to who the guardian should be, and that for the time he is the guardian of the Keys that if not watched can just as easily release a great evil. He implies that the hero should go with him back to the Conclave to give up the keys if he knows not whom to trust. The hero promises him that he will return and announce his decision.....but, will the hero hold onto the keys?
Game Notes for Chapter 6:
There should be more player controlled action on the way out along with some intermediate speeches and cutscenes about the assassin and her self-sacrifice. Most of this can be handled though background talking while the action is player controlled. Every once in a while the game should ask the player if he wants to leave the elf behind. (He does get additional XP if he manages to preserve his life, and there is one major last battle before leaving the Underdark where the elf who was carried makes a big difference, potentially saving the hero's life.)
Recent comments
2 weeks 5 days ago
3 weeks 6 days ago
3 weeks 6 days ago
4 weeks 1 hour ago
24 weeks 3 days ago
24 weeks 4 days ago
25 weeks 6 days ago
27 weeks 1 day ago
27 weeks 4 days ago
28 weeks 8 hours ago