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Thread: Fantasy - The Sunless Citadel (Now Accepting)
Okay, so I'm going off an old Dungeons and Dragons adventure path series, but I'm twisting the mechanics.
Characters can be from D&D origination, or original characters all in themselves. I won't force anyone to confine to a mold, save for roles in the group. (I.E. Tanks, Melee Damage dealers, Range damage dealers, healers, and such.) - Still working out how many and what roles there will be.
There will be no dice rolling, or anything like that. But the characters will still be adventurers and there will be battles. Which I will leave to the "party" to determine outcome and injuries. All I ask, of course, is that you play with a semblance of knowledge that not everyone will come out of a battle completely unscathed. (I.E. No Godmodding)
The "Quests" will, of course, be the direction in which the characters will navigate the Citadel, how you handle situations against NPCs, and battles, and the like. How you handle town, rumors, and all that fun stuff.
And there's actually a whole adventure path (consisting of 8 written adventures) that, should everyone enjoy the first adventure, I'd be willing to continue along with the remaining 7 adventures.
Here's a snip-it of the basis behind the beginning adventure:
Helping a Fellow RPer: He needs players Worlds Collide - AG
Okay, so I'm going off an old Dungeons and Dragons adventure path series, but I'm twisting the mechanics.
Characters can be from D&D origination, or original characters all in themselves. I won't force anyone to confine to a mold, save for roles in the group. (I.E. Tanks, Melee Damage dealers, Range damage dealers, healers, and such.) - Still working out how many and what roles there will be.
There will be no dice rolling, or anything like that. But the characters will still be adventurers and there will be battles. Which I will leave to the "party" to determine outcome and injuries. All I ask, of course, is that you play with a semblance of knowledge that not everyone will come out of a battle completely unscathed. (I.E. No Godmodding)
The "Quests" will, of course, be the direction in which the characters will navigate the Citadel, how you handle situations against NPCs, and battles, and the like. How you handle town, rumors, and all that fun stuff.
And there's actually a whole adventure path (consisting of 8 written adventures) that, should everyone enjoy the first adventure, I'd be willing to continue along with the remaining 7 adventures.
Here's a snip-it of the basis behind the beginning adventure:
This adventure involves a once-proud fortress that fell into the earth in an age long past. Rechristened the Sunless Citadel, its echoing, broken halls now house nefarious races and malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
The tree, called the Gulthias Tree, is shepherded by a twisted druid, Belak the Outcast. Belak was drawn to the buried citadel twelve years ago, following stories of oddly enchanted fruit to their source. The druid found an age-old fortress pulled below the earth by some past magically invoked devastation. With the ancient inhabitants long dispersed, vile and opportunistic creatures common to lightless dungeons infested the subterranean ruins. But at the old fortress's core, Belak the Outcast stumbled upon the Twilight Grove. He discovered at the grove's heart the Gulthias Tree, which sprouted from a wooden stake used to slay an ancient vampire.
Upon the Gulthias Tree, magical fruit extrudes forth.: A single perfect ruby-red apple ripens at the summer solstice, and a single albino apple ripens at the winter solstice. The midsummer fruit grants vigor, health, and life, while the midwinter fruit steals the same. In the years since Belak's arrival, the enchanted fruit has enjoyed wider dispersal in the surrounding lands, promoting good and ill. But the seed of either fruit, if allowed to sprout, brings forth only ill: Vaguely humanoid and evilly animated stick bundles known as twig blights eventually spring forth.
The tree, called the Gulthias Tree, is shepherded by a twisted druid, Belak the Outcast. Belak was drawn to the buried citadel twelve years ago, following stories of oddly enchanted fruit to their source. The druid found an age-old fortress pulled below the earth by some past magically invoked devastation. With the ancient inhabitants long dispersed, vile and opportunistic creatures common to lightless dungeons infested the subterranean ruins. But at the old fortress's core, Belak the Outcast stumbled upon the Twilight Grove. He discovered at the grove's heart the Gulthias Tree, which sprouted from a wooden stake used to slay an ancient vampire.
Upon the Gulthias Tree, magical fruit extrudes forth.: A single perfect ruby-red apple ripens at the summer solstice, and a single albino apple ripens at the winter solstice. The midsummer fruit grants vigor, health, and life, while the midwinter fruit steals the same. In the years since Belak's arrival, the enchanted fruit has enjoyed wider dispersal in the surrounding lands, promoting good and ill. But the seed of either fruit, if allowed to sprout, brings forth only ill: Vaguely humanoid and evilly animated stick bundles known as twig blights eventually spring forth.
Helping a Fellow RPer: He needs players Worlds Collide - AG
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