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Running Sunless Citadel: Advice?
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<blockquote data-quote="Psychotic Jim" data-source="post: 199197" data-attributes="member: 547"><p>Depending on how light hearted your game is, you might not want to use this adventure hook; you could have Belak send waves of goblin kidnappers getting more "recruits for the Gulthias tree to "absorb", like it did to that adventuring party mentioned in the Sunless Citadel module. The captain and crew could have been abducted by the goblins, and the characters must save the crew if they ever hope to leave the island.</p><p></p><p>When I ran this adventure, I turned the Gulthias tree into a Death's Head Tree (a monster from the Ravenloft monster compendium for 2E whose fruit were the heads of its victims whose blood it had drunk). The heads (and the tree itself) were semi-intelligent and had a special pact with Belak. The heads always had wracked expressions on their faces and called out for help, and this served to seriously disturb the players. When Belak died, the heads detatched from the tree and attacked the PCs in the hopes that they would be implanted with the seeds of the tree in order to find new hosts for more Gulthias trees.</p><p></p><p>As a side note, the failed dragonpriest-troll thing is somewhat silly for this adventure and could be easily be replaced with something better, like a mummy or some other monster out of Oriental Adventures or another exotic book if you are going for a Polynesian feel. When I ran it, the troll was replaced with a mummified divine spellcaster (sort of like a greater mummy) who was seriously ticked off at the dragon cult that buried it there so long ago. The mummy was so bent on getting revenge on the cult (which I made into the Brotherhood of the Yellow Sign of Freeport Trilogy fame) that it just scared off the PCs using a special fear power so it could escape. The PCs later came in conflict with it when I ran the Freeport Trilogy. It might be cool to put some hook for a later adventure in place of the dragonpriest troll.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 199197, member: 547"] Depending on how light hearted your game is, you might not want to use this adventure hook; you could have Belak send waves of goblin kidnappers getting more "recruits for the Gulthias tree to "absorb", like it did to that adventuring party mentioned in the Sunless Citadel module. The captain and crew could have been abducted by the goblins, and the characters must save the crew if they ever hope to leave the island. When I ran this adventure, I turned the Gulthias tree into a Death's Head Tree (a monster from the Ravenloft monster compendium for 2E whose fruit were the heads of its victims whose blood it had drunk). The heads (and the tree itself) were semi-intelligent and had a special pact with Belak. The heads always had wracked expressions on their faces and called out for help, and this served to seriously disturb the players. When Belak died, the heads detatched from the tree and attacked the PCs in the hopes that they would be implanted with the seeds of the tree in order to find new hosts for more Gulthias trees. As a side note, the failed dragonpriest-troll thing is somewhat silly for this adventure and could be easily be replaced with something better, like a mummy or some other monster out of Oriental Adventures or another exotic book if you are going for a Polynesian feel. When I ran it, the troll was replaced with a mummified divine spellcaster (sort of like a greater mummy) who was seriously ticked off at the dragon cult that buried it there so long ago. The mummy was so bent on getting revenge on the cult (which I made into the Brotherhood of the Yellow Sign of Freeport Trilogy fame) that it just scared off the PCs using a special fear power so it could escape. The PCs later came in conflict with it when I ran the Freeport Trilogy. It might be cool to put some hook for a later adventure in place of the dragonpriest troll. [/QUOTE]
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