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Lost City of Barakus - How do I run this thing?
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<blockquote data-quote="Inchoroi" data-source="post: 7542073" data-attributes="member: 6752135"><p>I always do FGG adventures by taking certain things in the plot and making them Character Hooks! Unfortunately, this is usually my only complaint when it comes to FGG's stuff, and I really hope they fix it whenever they get around to doing a 5e version. </p><p></p><p>The book does provide some stuff for Adventure Hooks; I'd take Finding Fenton (screaming the name is optional) and the Lost Treasure Map, both of which lead to the caves north of the city and into the dungeon. </p><p></p><p>The game begins on the road to Endhome, with the group of 1st level characters hired to guard a merchant caravan. One of the group, a magic character, is traveling to Endhome to apply at the Wizard's Academy. The group encounters some orcs, or a small party of Green Tree Bandits, fights them off (which should get them to level 2, most likely). In return, the merchant pays the party some small money, along with an antique but pretty and jeweled sword he picked up last time he had passed through Endhome.</p><p></p><p>Next, the mage character or characters are tasked to look into the disappearance of the sorcerer Fenton (see Finding Fenton for more information), as a lowly applicant of the <em>Endhome Academy of Wizardry, Alchemy, and Arcane Knowledge</em>. The mage (wizard, sorcerer, warlock, whatever it may be) can get more information on Fenton by finding his wife. You could also say that Fenton had something of value, a staff or scroll or other magic item, to further entice the characters. Then, if the mage and the rest of the party succeeds, the mage gets to join the Wizard's Academy.</p><p></p><p>While the players might be tempted to just hock the sword, allow them a chance to examine it closely...to discover within the hilt a treasure map! "The bastard merchant didn't know what he had...I took the sword from him as payment for services rendered, and discovered this map within its hilt. Methinks a group of likeminded individuals like us should go explore the map and see what treasure can be found."</p><p></p><p>You can tie them to various other things to do in Endhome, if you wish, like the Green Tree Bandits, for example; while preparing for their adventure, they hear about the bounty on them. Be prepared for the characters to make several forays into the dungeon; its too big to cover in one trip, in my opinion, so returning to town is your opportunity to lay in other hooks for the characters once they return to town to restock or heal. Allow them to overhear rumors; the magic users could overhear about Area S: The Wizard's Library or Area V: Quarrian's Tower, while another character might hear about a rumor of a hill giant in the woods, or the rumors of a black unicorn in Penprie Forest, or about Area N: The Dragonspire!</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 7542073, member: 6752135"] I always do FGG adventures by taking certain things in the plot and making them Character Hooks! Unfortunately, this is usually my only complaint when it comes to FGG's stuff, and I really hope they fix it whenever they get around to doing a 5e version. The book does provide some stuff for Adventure Hooks; I'd take Finding Fenton (screaming the name is optional) and the Lost Treasure Map, both of which lead to the caves north of the city and into the dungeon. The game begins on the road to Endhome, with the group of 1st level characters hired to guard a merchant caravan. One of the group, a magic character, is traveling to Endhome to apply at the Wizard's Academy. The group encounters some orcs, or a small party of Green Tree Bandits, fights them off (which should get them to level 2, most likely). In return, the merchant pays the party some small money, along with an antique but pretty and jeweled sword he picked up last time he had passed through Endhome. Next, the mage character or characters are tasked to look into the disappearance of the sorcerer Fenton (see Finding Fenton for more information), as a lowly applicant of the [I]Endhome Academy of Wizardry, Alchemy, and Arcane Knowledge[/I]. The mage (wizard, sorcerer, warlock, whatever it may be) can get more information on Fenton by finding his wife. You could also say that Fenton had something of value, a staff or scroll or other magic item, to further entice the characters. Then, if the mage and the rest of the party succeeds, the mage gets to join the Wizard's Academy. While the players might be tempted to just hock the sword, allow them a chance to examine it closely...to discover within the hilt a treasure map! "The bastard merchant didn't know what he had...I took the sword from him as payment for services rendered, and discovered this map within its hilt. Methinks a group of likeminded individuals like us should go explore the map and see what treasure can be found." You can tie them to various other things to do in Endhome, if you wish, like the Green Tree Bandits, for example; while preparing for their adventure, they hear about the bounty on them. Be prepared for the characters to make several forays into the dungeon; its too big to cover in one trip, in my opinion, so returning to town is your opportunity to lay in other hooks for the characters once they return to town to restock or heal. Allow them to overhear rumors; the magic users could overhear about Area S: The Wizard's Library or Area V: Quarrian's Tower, while another character might hear about a rumor of a hill giant in the woods, or the rumors of a black unicorn in Penprie Forest, or about Area N: The Dragonspire! [/QUOTE]
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