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joneirik:rpg:c1

Sunless Vale

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Summary

Modules

  • c1a1 - Return to, The Sunless Citadel
  • c1a2 - Underground Loyalties
  • c1a3 - The Lost Vale

Plot

Return to Sunless Citadel. (C1A1)

Re-using old adventure, that I once GM'ed and a group of players completed. I'm using the events as they happened as the past/history. Setting this adventure several years after the original adventure took place. Many references to what happened the first time, most things have changed depending on what the players did the first time. And one of the GM controlled NPC's on the party has been set up a new temple in the town and will work as the contact person.

Players will be hired to check and clear out the old dungeon as it has been years since it was cleared, and they want to be certain the old Gulthas tree remains destroyed, and the other creatures down there remains under control. NPC Gnimsh, Cleric of Gond.

First levels of dungeons will have players observe the tribes of kobolds and hobgoblins warring for supremacy of the dungeon. There are also undeads that might end up a threat, couple of random rats, and potentially two jNPC's that can join the team under the right circumstances. Players need to get to the second level of the dungeon, but both the ways are blocked and protected by the kobolds and hobgoblins, both of which are to strong to take on in a direct confrontation. Players will need to interact, fool, sneak, backstab, or deceive the tribes to get past them.

The second level of the dungeons are controlled by a few stronger monsters, to give some interesting fights. As well as a well defended grove with many types of different plant enemies. To create different challenges to the players. There is also another possible jNPC that might team up or not depending on player choices. The end of this level is to find out that the Gulthas tree is still dead, and getting ambushed by a group of drow. The players can either surrender and be brought back with them, or try to fight. Either way the entire dungeon is going to start collapsing and they will have to run into the underdark, where the drow will likely enslave them.


Underdark, Interlude (C1A2)

This part serves the purpose of moving the characters from the first adventure, get a bit of action, learn to know this unique drow culture, and get moved over to the next part which is the Lost Vale.

Players are caught by the drow, and treated fairly but taken back to their town. There they will be slaves, but not treated badly because this drow clan mainly worships the god Helm (background story). Players will be given the time to rest, talk, find out a few things. The day after starts the rebellion where the remaining Lolth worshippers starts civil war and tries to wipe out the main Helmites, so they force the rest back to Lolth.

Players will be given the chance to run, fight, help the Helmites, but will eventually be forced to flee. Depending on how they accomplish this, they might save other slaves, bring along Helmite Drows, or slaughter them etc. They will successfully flee, but they will now have a potential enemy behind them, that might threaten them later. And/or allies if they tried to save anyone and bring them along.


Lost Vale (C1A3)

This is originally the background story for one of my characters, that I expanded so much that it became it's own campaign setting in its own right. This adventure has no clear goals, and is themed about players exploring, surviving, and setting their own goals to achieve.

Once they enter the Vale through the cave opening, they will be set upon by the guards, 2-4 Bloodmane lizardfolk defending the cave against anyone entering. Players should defeat them, and gain a few strange items, especially gem based magic items. This sets players up against the Bloodmane tribe to have a mostly set enemy. After this they will have to explore and find out things by themselves, and depending on where they go they will encounter different tribes.

The Suncrest tribe is open minded enough to try to contact the players, and is their most likely ally. Bloosmanes will be they enemies unless players work hard to earn their respect later. Other hooks to get players doing things: Tournaments for warriors tpo prove themselves. Rumors about the dying water.

The main aspect of this adventure, is that the players must make their own reasons and motivations, and find out how they want to fit in with the world.


Players

Hoping to bring along:

  • Andreas
  • Martin
  • Fredrik

Progress

Continuity

Log

Resources

Rules

References

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joneirik/rpg/c1.txt · Last modified: 2015/05/18 17:34 by 127.0.0.1