Here are the two charts I make to better organize my adventures. Our heroes finally get that iron key and instantly regret ever wanting to see what it opened. Our heroes fight an epic battle with wizards & druids & trees, oh my. They kill some stuff, add to their menagerie, and one hero turns Chaotic Stupid. Session 3 – Our heroes invade the lower level. They almost get wiped out by some rats, rescue a creepy gnome and impersonate a god. Session 2 – Our heroes storm the goblin camp. Session 1 – Our heroes agree to commit goblin genocide for the price of a single iron key, and then get trapped behind enemy lines. If there is anything else that you think I should have here to help you run your own campaign, please leave a comment. The Handouts can be printed as is or used as a starting point for your own creative spin. As for the handouts, I usually print them using a variety of construction and specialty papers cut to fit my printer. So here, I included all the steps I took to run the game remotely and how to create your own Fog of War maps. The Extras – I used very few handouts during this adventure, mostly because we played the entire session virtually via Zoom. The Images – They say a picture tells a thousand words, so I included all of the images I used to help tell my story, including those found in the original printing of the module. They are also great for a virtual tabletop. The Player Maps have all hidden locations, traps, and secret areas removed. The Maps – All the maps that I used to run The Sunless Citadel, including some custom maps. I’ve included charts from the base adventure and my modified version for 5th level characters. The Charts – I always make at least two charts to organize my adventure an Encounter List and a Monster Stats sheet. The Campaign Diaries – Our heroes go on a quest for a missing group of adventurers, led by a strange man and his miniature giant space-hamster. Also, we played this campaign during the 2020 pandemic, so I also discuss our successes and our failures at playing the adventure remotely. Bear in mind that my players were all 5th level when we started the adventure, so I had to boost most of the monsters in abilities or numbers to make it challenging for my players. What follows is a complete overview of our experience playing this adventure. The players also have to contend with the remnants of the evil cult that built this citadel, and there’s even a petulant dragon. The second level is a classic dungeon crawl as the party works to defeat a mad Druid who controls an evil tree borne from the corpse of a vampire and his army of blights. In sandbox fashion, the players can choose which faction to support and have a variety of ways to acheive victory. The first has an interesting dynamic between two rival tribes (one kobold and the other goblin) as they vie for control of the upper level. Designed for PC levels 1 – 3, the adventure dungeon has two distinct levels. It is an introductory adventure, first developed for the 3rd edition D&D back in the year 2000. The mightiest among the holdfast vines was known as Smothertree.The Sunless Citadel is the first adventure presented in the 5th edition compilation book, Tales From the Yawning Portal. Peculiarly, they did not appear to have been spawned from a Gulthias tree. A particularly bloodthirsty group of vine blights, known as the holdfast vines, dwelt in Forestfall Fen in the late 15 th century DR.Vine blights lived in forests under the influence of the Gulthias tree that spawned them. Vine blights also possessed the ability to call vines and roots to burst out of the ground for 15 ft (4.6 m) around them, entangling enemies in the area and hampering their movement. They could not nor see, though they had blindsight. Vine blights were slow to move, but as long as they remained motionless they were indistinguishable from a mere tangle of vines. Vine blights were known have an almost vampire-like desire for fresh blood. They were known to taunt victims and bargain with more powerful foes. Behavior Īlone among the blights, vine blights could speak, and their connection to the spirit of the Gulthias tree that spawned them meant that they spoke in a broken version of the spirit's voice. Vines blights appeared as masses of vines.
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