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Post by mgtremaine on Nov 11, 2011 10:43:25 GMT -5
[Part 1] City of Terrors more then any other solo should be treated as a Living Dungeon. Keep track of changes, add wandering people from you own characters who choose to live in Gull. In the module you can assume positions of authority update the module with these changes, like who is the current Chief of Ogres, who is the Netmaster, or if someone should ever defeat Chronus, place the new character in his position. All these opportunities exist to slowly change the module over time. There were also many adventures published that used Gull as the main setting, here is a list. Kingmaker SA1 Gold Dust, Red Death SA4 Stop Thief SA7 Black Dragon Tavern SA11 Hot Pursuit SA16 Elven Lords Sewers of Oblivion If you are lucky enough to have any of these they can easily be added in. I would say that The Black Dragon Tavern and Sewers of Oblivion are the two big ones. The Back Dragon Tavern from SA11 should be swapped in directly for the section of the solo that deals with that. Same result if you are a winner Marek will mug you. But use the updated stats from this adventure because Marek, Rais, Cial and the others are major characters in Gull and should be tough. Details: I've set the population of Gull at 30,000 you should decide for you own Gull how big or small it should be. The Tax rate is 10%, the Council of Elders is made of Uriah the merchant Biorom the Wizard Nathan the Taxman Richard the Banker Willard the Shopowner Kendar the Sipwright Scycor the Healer Rook Captian of the Guard Dithmir the Gem Merchant Ardop the Banker Militia of Gull - 3500+ MR 3+15 (Broadswords, Leather Armor, Shield) Simple Map of the City is here... www.stellarcore.net/downloads/TNT/Gull.jpg-Mike
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Post by mgtremaine on Nov 11, 2011 10:50:17 GMT -5
[Part 2] These are all 5th Edition Stats
Wandering People: Make up a huge part of the Adventure that perhaps is not obvious at first. The rules for the Wandering People state that you should check the list EVERY MAJOR INTERSECTION. That's pretty often, which means the more Wandering People you add the more dynamic the module becomes. My current list looks like this. Be sure to rack Exp for your wandering people. There isa great theme of Vampires, Thieves and Bullies running through the list so add more of these as you like. For sure anyone killed by a vampire should be added as a new vampire.
Mardoc the Medic (MF - Level 1) ST 14 IQ 15 LK 10 CN 12 DX 12 CH 15 Adds: 2 He can replenishes 2 Con points for 10gp when you meet him.
Uriah the Trader (MF - Level 2) ST 10 IQ 16 LK 10 CN 13 DX 12 CH 12 Adds: 0 Uriah is always looking for a good deal, use him as a wondering shop, he will convert jewels, money, item and magic items for you, assume 10% profit for him.
Nathan the Tax Collector (MF) ST 12 IQ 14 LK 14 CN 15 DX 10 CH 8 Adds: 2 You lose 10% of all your cash assets to him in taxes, but he will give you a receipt, next time you meet him you only owe based on the your unpaid assets.
Cial (CA - Level 5 Rogue) ST 20 IQ 21 LK 40 CN 20 DX 9 CH 18 Adds: 36 [Ex: 21560] Swordcane (Dragon Vemon) 3+4 Magic Ring absorbs 5 hits Cial is the owner of the Black Dragon Tavern, he is old and suffers from arthritis, however he has extensive contacts in Gull and is very well known. Use him as a source of information.
Rionne (CA - Level 9 Wizard) ST 67 IQ 30 LK 41 CN 40 DX 25 CH 21 Adds: 97 Deluxe Staff, Magic Black Robes 5 hits, Amulet immune to poison + absorbs 10hits Rionne is the daughter of Cial, and an adventurer in her own right. She has most 1st-9th level spells and is willing to teach rogues or wizards for the right price.
Marek (CA - Level 10th Rogue) ST 72 IQ 29 LK 60 CN 58 DX 48 CH 16 Adds: 124 Magic Rapier (Named Sleak - Absorbs 6 hits) 6+8 2 Kukri 2+5 Poniard 2+0 Magic Cape 10 hits Eye of Xitia - Free Second Sight Spells Magic Quilted Silk Armor 7 hits Spells: TTYF, KK, HH, Mirage, Cats Eye, Little Feets, Poor baby, Dum Dum, Blasting Power, Pro. Pentagram, Mind Pox, Wall of Throns, Wink Whistle, Zappathingum Marek is the chief of Rogues and powerful figure in the city. He is not cruel but will "mess you" if you deserve it. He morality has allows him to happily steal your money if it suits his fancy.
Rais (CA - Level 6th Rogue) ST 35 IQ 25 LK 21 CN 30 DX 36 CH 13 Adds: 57 Rapier 3+4 Main Gauche 2hits 2+2 2 Poniards 2+0 Magic Quilted Silk 5 hits Spells: TTYF, KK, HH, Freeze Please, Mind Pox, Wall ofIce, Wind Whistle Marek's part in crime, Rais is much more cruel and prone to violence.
Inram the Wizard (CA - Level 10th Wizard) ST 48 IQ 42 LK 30 CN 28 DX 16 CH 16 Adds: 58 [Ex: 145,080] Deluxe Staff 2+0 Sax 2+5 Magic Cloak - Absorbs 10hits Silk Robes - Absorb 2 hits Spells: All 1st - 10th Inram will cast any spell you want (that he can) for 100gp x STR costs to him. Any spell casting that will reduce him below 20 requires that he be in a safe place to cast, his tower would be best.
Mingor Diamonfist (CA Level 9 - Warrior) ST 160 IQ 20 LK 106 CN 38 DX 20 CH 20 Adds: 250 [Ex: 102,500] Silvered Pilum 5+5 Diamond Hand is worth 4 die Weapon (worth 5000gp) Mail Suit 11 hits (x2) He'll fight if you want, or on a 2 or 12 on 2d6. He does accept surrender. Jokar the Small (CA Level 4 Warrior) ST 18 IQ 8 LK 29 CN 7 DX 18 CH 11 Adds: 29 [Ex: 7,951] Bec de Corbin 6+0 Mail Suit 11hits (x2) Tower Shield 6 hits (x2) Roll 2 dice if you roll doubles he thinks you are laughing at him and he attacks. Pietr the Pickpocket (P Level 4 Rogue) ST 14 IQ 13 LK 22 CN 15 DX 25 CH 13 Adds: 25 [Ex: 7514] Falchion 4+4 Madu (1 hit) 1+3 Leather Armor 6 hits Lose a pouch of gold to him - or whatever is in your pouch. Roll 1 die. If you roll a 1-2, you notice and purse him to fight. If it goose badly he will throw the pouch in the crowd and flee.
Dar the Bully (ZZ Level 3 Warrior) ST 15 IQ 7 LK 19 CN 12 DX 13 CH 9 Adds: 11 [Ex: 4,322] Pilum 5+0 Leather Armor 6 hits (x2) Roll 1 dice on a 1-4 he has a friend with him who is MR 40. In this case he attacks automatically.
Rook (CA Level 10 Warrior) Captain of the Watch ST 251 IQ 35 LK 72 CN 120 DX 62 CH 35 Adds: 349 [Ex: 151,890] Magic Broadsword 12+16 Imunne to 1st - 5th level spells PlateArmor (Mithril) 21 hits (x2) Knights Shield Magic 10 hits (x2) Ring Absorbs 5 hits Magic Ring with 50 points of healing (non-rechargeable) Magic Boots - Little feets 2/day Rook is the Captian of the Watch and a member of the council of elders. He suffers no foolishness in his presence. He is always willing to listen to the troubles of the citizens and may be able to offer advise depending on the problem.
Seth the Slaver (AA Level 2 Warrior) ST 16 IQ 12 LK 14 CN 12 DX 16 CH 9 Adds: 10 [Ex: 1450] War Hammer 5+1 Leather Armor 6 hits (x2) Knight Shield 5 hits (x2) Seth has a 500gp bounty on his head. If he beats you he will knock you out and sell you into slavery.
Callisto (CA Llevel 4 Fairy Wizard) ST 25 IQ 20 LK 31 CN 16 DX 19 CH 25 Adds: 39 [EX: 9210] Deluxe Staff (Fairy Sized) Silver Dirk (Vorpal Sheath) 2+1 Leather Armor 6hits Ring of Free Will-o-Wisp Spells: All 1st-2nd, Blasting Power Callisto is a retired adventuring wizard, he loves to talk to adventures about their travels and will happily cast up to 5 points of Poor Baby on someone in return for a good tale. Otherwise he is willing to be a caster for hire at the rate of 50gp per STR point.
Zaarg the Vampire (AA - Level 3 Monster) ST 37 IQ 22 LK 15 CN 21 DX 18 CH 15 Adds: 34 Fang & Tooth 6+0 Silk Padded 3 hits Magic Ring absorbs 3 hits Immune to Poison, must be killed with wooden stake or will regenerate at 5/turn Zaarg is always on the look out for fresh blood, if you encounter him he will attack, if he is losing he will flee.
Forn the Vampire (AA - Level 1 Monster) ST 30 IQ 21 LK 13 CN 10 DX 11 CH 10 Adds: 19 Fang & Tooth 5+0 Leather 6hits Immune to Poison, must be killed with wooden stake or will regenerate at 5/turn Killed by Zaarg and under his command. Forn is a young vampire and his hunting skills are still growing. He will attack at once but if he is losing he will flee, be warned he might return with Zaarg at a later time.
Hardin the Orc (ZZ - Level 2 Orc Warrior) ST 24 IQ 12 LK 16 CN 20 DX 15 CH 9 Adds: 19 Hand-n-half Sword 5+0 Sax 2+5 Light Crossbow 4+0 Scale Armor 8 hits (x2) Hardin wanders the town picking fights and getting drunk. Roll a d6. On a 1-3 he will pick a fight with you. If not roll 2d6 on a 2 or 12 he will ambush you with the first attack being a crossbow shot.
Feriss the Rogue (P - Level 3rd Rogue ) ST 24 IQ 14 LK 20 CN 15 DX 24 CH 12 Adds: 32 Rapier 3+4 Sax 2+5 Leather Armor 6hits Battle Cloak 3hits Spells: Detect Magic, Will-o-wisp Feriss is one of Mareks rogues, he is behind on his dues and is looking to score some cash. Roll a d6. On a 1-2 he will try to mug you. Make a 4th level save on Luck to see him coming. Otherwise you lose half your gold and two items, roll at random. If you do detect him fight it out. He will try to run
Ogre (P - Monster) MR 45 (9 + 23 in combat with the Pilum) Pilum 5+0 Leather Armor 7 hits The ogre is on a shopping trip in town. Roll 2d6, doubles and he picks a fight with your. He carries 100gp.
This is the current WP list I have. The fun comes when you start adding your own retired PC's, new vampires, bullies, and monsters. The bigger the list the more dynamic the adventure.
-Mike
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Post by mahrundl on Nov 12, 2011 4:24:15 GMT -5
I'll throw in 2 things:
* The old Crusaders of Khazan game for the PC starts off in Gull, and a number of elements from City of Terrors and Sewers of Oblivion (and possibly other adventures) can be found in that. * An Exalt for what you have posted here!
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Post by grrraall on Feb 11, 2012 11:40:01 GMT -5
An exalt to both of you! mgtremaine, you magnificently showed what a huge potential City of Terrors actually has and, mahrundl, you are quite right, the Crusaders of Khazan game also has a number of interesting elements.
I wish Michael Stackpole had remained more involved in Tunnels & Trolls. As I compiled material about Trollworld, I tried to get him interested in a campaign book featuring the Isle of Phoron, but I failed.
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