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Running Sunless Citadel: Advice?
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<blockquote data-quote="RangerWickett" data-source="post: 197249" data-attributes="member: 63"><p>*mild spoilers ahead for The Sunless Citadel*</p><p></p><p>I decided I was going to be busy this summer with writing projects of my own, so I don't have as much to come up with my own adventures. Thus, I'm gonna use the prepackaged ones, changing the flavor a little to fit my world, but letting WotC do most of the work for me. I'm going to start with The Sunless Citadel in a couple weeks when the last of my players gets back home from college, and I'd like some advice about what RPGing bugbears I should look out for. I mean 'bugbears' as difficulties, not D&D-style bugbears, by the way.</p><p></p><p>Just as a little side note, I'm changing the flavor a little bit. The party will start off as separate passengers on a ship that gets hit by pirates. A cannonshot will damage the ship, so even if they do manage to fight off the pirates (which shouldn't be hard), they'll have to land at the nearest port before the ship sinks. Fortunately for the plot, they're nearby a fairly large island, which is where the Sunless Citadel will be. The area is a fairly diverse archipelago, so I have an easy explanation for how Goblins and Kobolds and Humans are all on the same island.</p><p></p><p>While they're waiting for the ship to be fixed, they'll have a good three or four days to explore the various mysteries on the island. The island itself is only about twenty miles across, and I wanted to have more of a Polynesian feel than standard medieval, so there'll be a lot of springs and half-submerged areas. The citadel itself is avoided by the natives because somehow it manages to keep out most of the water that should be flooding it, which proves to them that it is somehow cursed. A few local adventurers went to try to root out the problem a couple weeks earlier, but never came back, which can be one hook to go adventuring. </p><p></p><p>I'm thinking I might be able to find some way to force the party to want to explore the place, perhaps because they won't be able to get off the island any other way, but I don't have any real ideas for that yet. Maybe the ship's captain gets poisoned in the fight with the pirates, and they need one of the fruits from the Gulthias Tree to cure him, but I'd like something better if possible.</p><p></p><p>Also, I'm going to have one recurring NPC be on the ship with them: a 6th level sorceress (they're all 1st level) who is looking for magical spots on the world from which she can draw power. She's not yet tied into the main plot, and is more of a tertiary setpiece, but she could get more involved.</p><p></p><p>So, advice for what to look out for in the game, or suggestions as to how to make the party want to go treasure hunting? My players are notoriously unwilling to go adventuring under their own power unless something is forcing them to take action. *grumble* It's like their characters are all 1st level fighters, sorcerers, or druids who would just prefer to sit around unless something kicks them. I wish I could get it through their heads that it's an adventure game, and they're supposed to _want_ to adventure. Ah well.</p><p></p><p>Anyway, do you have any advice?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 197249, member: 63"] *mild spoilers ahead for The Sunless Citadel* I decided I was going to be busy this summer with writing projects of my own, so I don't have as much to come up with my own adventures. Thus, I'm gonna use the prepackaged ones, changing the flavor a little to fit my world, but letting WotC do most of the work for me. I'm going to start with The Sunless Citadel in a couple weeks when the last of my players gets back home from college, and I'd like some advice about what RPGing bugbears I should look out for. I mean 'bugbears' as difficulties, not D&D-style bugbears, by the way. Just as a little side note, I'm changing the flavor a little bit. The party will start off as separate passengers on a ship that gets hit by pirates. A cannonshot will damage the ship, so even if they do manage to fight off the pirates (which shouldn't be hard), they'll have to land at the nearest port before the ship sinks. Fortunately for the plot, they're nearby a fairly large island, which is where the Sunless Citadel will be. The area is a fairly diverse archipelago, so I have an easy explanation for how Goblins and Kobolds and Humans are all on the same island. While they're waiting for the ship to be fixed, they'll have a good three or four days to explore the various mysteries on the island. The island itself is only about twenty miles across, and I wanted to have more of a Polynesian feel than standard medieval, so there'll be a lot of springs and half-submerged areas. The citadel itself is avoided by the natives because somehow it manages to keep out most of the water that should be flooding it, which proves to them that it is somehow cursed. A few local adventurers went to try to root out the problem a couple weeks earlier, but never came back, which can be one hook to go adventuring. I'm thinking I might be able to find some way to force the party to want to explore the place, perhaps because they won't be able to get off the island any other way, but I don't have any real ideas for that yet. Maybe the ship's captain gets poisoned in the fight with the pirates, and they need one of the fruits from the Gulthias Tree to cure him, but I'd like something better if possible. Also, I'm going to have one recurring NPC be on the ship with them: a 6th level sorceress (they're all 1st level) who is looking for magical spots on the world from which she can draw power. She's not yet tied into the main plot, and is more of a tertiary setpiece, but she could get more involved. So, advice for what to look out for in the game, or suggestions as to how to make the party want to go treasure hunting? My players are notoriously unwilling to go adventuring under their own power unless something is forcing them to take action. *grumble* It's like their characters are all 1st level fighters, sorcerers, or druids who would just prefer to sit around unless something kicks them. I wish I could get it through their heads that it's an adventure game, and they're supposed to _want_ to adventure. Ah well. Anyway, do you have any advice? [/QUOTE]
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