Another revised version of Kellar's Keep, this time by yours truly, using the ideas discussed in
Anderas's thread. Maybe Anderas will give this a go and tell me if anything needs to be tweaked, since I've come up with a lot of this stuff on the fly during my own playthrough of the expansion with friends.
Basically quests have been paired up, and the heroes choose what order to play the quest sets in. Each quest set results in the heroes acquiring a map fragment, and once all four are collected, they enter the final quest, Grin's Crag. The story is simplified to a more coherent and straightforward treasure hunt.
KELLAR'S KEEP REDUX DOWNLOAD!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...