Showing posts with label Nulb. Show all posts
Showing posts with label Nulb. Show all posts

Tuesday, April 30, 2013

Nulb set pieces: Cugel the Sage

Down the main way along the river a bit from the Boatmen's Tavern is an old ramshackle hovel hung with crude trinkets that glitter and jingle in the wind and rudely scrawled over in faded red paint with "Cugel the Wise". It's not much to look at, and neither is the proprietor.

Cugel is usually clean, but he smells and looks of poverty, his clothes mostly rags except for his hat, which is a nearly ridiculously large and floppy thing with a very gaudy hatband ornament that looks like a piece of cheap mother-of-pearl. His wares are almost without exception trash, though he swears up and down they're potent magical charms of all sorts - against illness and scrying and for love and against magics, etc. etc. If someone were to actually take the time to poke through all of it, and had an eye for such things, he just might (5 or less on 3d6) find something of actual value, though Cugel is unlikely to part with it without charging far more than its worth.

Cugel is a rat and a scoundrel who spends most of his time and money at the Boatmen's tavern cheating at cards and shilling his useless trinkets to the gullible. However, one thing he does have is information, and pretty much all the natives will vouch that, in this particular, he is both accurate and honest.

Given a day and $100, he will answer any question about the Temple and its surrounds. His answers won't always be complete, and very seldom they will be, "I don't know," but they will always be accurate.



Cugel's relevant skills, if they need to be rolled for some reason instead of just giving the information, include:

Area Knowledge (Temple of Elemental Evil) - 18
Hidden Lore (Temple of Elemental Evil) - 14
Hidden Lore (All other specialties) - 16
History (Temple of Elemental Evil) - 18

A note on price: I'm trying to set a price that's low enough Cugel might be approached, but high enough the PC's won't just dump cash on all their problems. It's open to adjustment, especially based on the local economy.

Friday, March 15, 2013

Build your own Nulb

As anyone who's familiar with the T1-4 supermodule knows, while Hommlet is super detailed, Nulb is not. Instead, you're given a representative sample of buildings and characters who interface with the overarching line of adventure, and told to go to town building your own village.

(See what I did there?)

Well, my players have already made it clear they're not particularly interested in poking townsfolk when there's treasure to be had in the hands of the local bandits in a nearby dungeon. And I say, good on them. (I like Hommlet, I like thinking about it, I like building background for it, but I don't want to force uninterested players to grovel through it. Let them choose their own adventure.)

So, for Nulb, I'm going to try something different. I'm going to keep it as a skeleton village - obviously the important personages will stay in place, and some building names and even some history will appear. However, any real fleshing out of the town will be up to the players, around the table. If they come up with something good, I'll write it down, and it will be so.

How's this different from what I normally do? After all, GMs should steal good ideas from their players.

Mostly, the difference in this case is I'm being explicit. When my group gets to Nulb I'm going to pause and say something to the effect of, "Look, guys, this is Nulb. It's a sketch village. It's a dive, with bandits and mercenaries and docks and etc. Buildings are in disrepair and many are vacant, and the whole place is inhabited by all sorts of scum."

"There are rumours to be had in Nulb, and people who know things. However, it's basically a blank slate. If you want to leave it that way, that's fine - the rules in DF 2 for abstracting Town fit right in. If you want details, they're yours to make, and I'll run with them."

Obviously there will be changes and twists to player suggestions, but I like the idea of letting them build a town if they like. It's less work for me up front and more fun for me, because I get to discover the place as they do. And they don't have any danger of an infodump or unfamiliarity with the town. If they don't care, it will be obvious, and we'll move on. If they do care, then they get to take an active hand in something they care about.

Monday, February 18, 2013

Rumormongering in Hommlet and Nulb

Ah, rumours. That venerable conceit, that ingenious method of imparting information to the players. Rumours are true, rumours are false. Rumours come on tables and charts, they come in the form of maps, they come from the old man in the tavern and the city guardsman who used to be an adventurer, before he took an arrow to the knee.

One thing you should realize up front: I'd never heard about rumours and their mechanics before discovering the OSR.

Sure, I knew the old rag about the old man in the tavern. I even purposefully started a campaign that way once. But quests are different from rumours. Before I found the OSR, I had never even considered rumours as existing, much less the mechanisms of their dispersal or their uses and pitfalls.

I don't know how this happened. Certainly it has something to do with never playing a version of D&D before 3.5, though I'm kind of surprised I didn't pick it up in the AD&D books on my father's shelves that I spent hours with.

Okay, no, I'm not that surprised; I was mostly into them for their cool pictures, especially of monsters. I was so into the monsters I actually read their descriptions.

Anyhow, now I'm in the position where I want, nay, need to give rumours to my players. So what do I do?

Obviously, I construct a rumour chart and roll a d20 (or d30), and for getting fancy I allow carousing to increase the chance or number of rumours you get.

So let's talk about Hommlet. Hommlet is a small town that mostly wants to keep its head in the sand, with some bad elements mixed in trying to tear things apart. The townsfolk don't know much and they don't want to know much about the Temple; sure, there are some folks that do, but the PCs should be talking directly to them instead of just rolling on a chart if they want that information. Information that should come from specific sources shouldn't be part of a rumour mill.

What sorts of rumours can they pick up in Hommlet, then? The Moathouse is right down the way; most everybody knows about it and knows at least a little of its history. Those living on the southeast side of town might know a little about the comings and goings thereabouts, but not much. The villagers' information on the Temple of Elemental Evil is even more sketchy. Talking to Burne or Jaroo directly might yield fruit, but just drinking at the inn isn't going to get you much more than the hopeful talk of other adventurers.

If the PCs spend the week in Hommlet, they don't get a rumour for free. Carousing can get you one rumour, though.

Nulb, on the other hand, is a hotbed of activity. Seriously, just look at the banner; you've never seen a more wretched hive of scum and villainy. (Unless you're a Martial Artist who took the Wizard lens. Then, maybe.) PCs who stay in Nulb get one rumour for free. If they carouse, for each two points they succeed by, they get another, until the chart's dry for that week.

Simple. Easy. Another distinction between the two villages. I might even institute a Nulb-specific "if you fail at carousing, something bad happens" chart, though not as severe as that link, methinks.

Wednesday, January 9, 2013

Random Encounter Tables: Adventuring around Nulb

I needed to get to these eventually. The Temple of Elemental Evil has some random encounter tables for adventures taking place in the wilderness around Nulb. These are useful, if a bit cursory, for getting a feel for the place. It includes tables for woodlands, swamp, and river adventures. In addition, they're useful for overland travel between Hommlet and Nulb, and I imagine I'll mostly be using them in that respect, though if I get truly grandiose ideas I may create another couple mini-dungeons for the PCs to visit, so the players have some choice. (However, I figure a large part of that strategic choice is made when they come to the table. They know I'm running a romp through the Temple of Elemental Evil, and it's not like I'm the only game in town.)

Without further ado, here they are:

Nulb Encounter tables (roll 3d6)

Scrub/Forest/road (9 or less, roll twice per day and twice per night, double that if off-road):

00-10:    Wild boars (1d6-3 minimum 1) (roll 1d6; on a 1, this is a herd consisting of 1d6 x 30 adults)
10-25:    Wolves (3d10; roll 1d6, on a 1, substitute dire wolves from DF 2 instead)
26-30:    Day: Scouting/hunting party of elves (3d6)
              Night: Werewolves (1d4; alternatively, a different 'were' if you like)
31-45:    Gnoll band (4d10)
46-60:    Bugbears (1d10)
61-70:    On road: small merchant caravan (1 in 6 chance of being diguised evil pilgrims)
              Off road: Bandits, as below
71-90:    Bandits  (4d6) (outfitted like Nulb militia and probably are)
91-99:    Roll twice more
00:         Special, roll on the Specials table


Swamp/Pond/Road (9 or less, roll twice per day and twice per night, double that if off-road):

00-15:    Giant frogs, 1d10 as per the moathouse
16-20:    Day: Giant snake
              Night: Ghouls, (2d6 led by 1d6-3 ghasts - like ghouls but with 3-hex nauseating aura and +1 vs.
              turning)
21-30:    Leaping Leeches, effectively infinite. If you need a precise number, roll 1d100 x 100
31-45:    Wolves, (3d10; roll 1d6, on a 1, substitute dire wolves from DF 2 instead)
46-60:    Gnoll band (4d10)
61-70:    Toxic Slorn, (1d6)
71-80:    On road: small merchant caravan (1 in 6 chance of being diguised evil pilgrims)
              Off road: bandits, as below
81-90:    Bandits  (4d6) (outfitted like Nulb militia and probably are)
91-99:    Roll twice more
00:         Special, roll on the Specials table

Specials:
00-05:    Large Merchant Caravan (PCs may trade at the caravan for normal prices, everything except
              non-perishable magical goods, e.g. magic swords and armor or artefacts)
06-10:    Horde pygmies (1d10 x 10)
11-20:    Orc raiding party (1d6 x 15)
21-25:    Wyverns (1d6)
26-35:    Slugbeast
36-45:    Stirges (5d10)
46-56:    Day: Dryad
              Night:
56-65:    Trolls, 1d6-2, minimum 1
61-65:    Giant Ape
66-75:    Hunting party from the temple, roll 1d6:
              1-4: Humans (5d10), packing earth temple robes and outfitted like guards (chain and shield,
              crossbow and broadsword)
              5: Bugbears (2d6) packing fire temple robes and outfitted like guards (chain and shield, bastard
              sword or mace)
              6: Humans (2d6) w/ orcs (2d6) packing water temple robes and outfitted like guards (chain and
              shield, bows, crossbows)
76-85:    Another adventuring party
86-90:    Ogres, 2d6
91-00:    Batchala flock, 3d10


Also, I apologize to anyone on a mobile device or non-standard resolution. I had to format these by hand with spaces,because Blogger doesn't have table support except in the HTML mode, which I'm far too lazy to wrangle with at the moment.

Monday, December 10, 2012

Laying the Foundations

I fully expect this whole renovation metaphor to play out very quickly.

Before getting into the mechanics of porting the modules from the old ruleset to new, there are a number of decisions to be made. Dungeon Fantasy embodies different assumptions about play than AD&D. Specifically, Dungeon Fantasy intentionally abstracts away town time and really anything that isn't directly dungeon delving itself, assumes competence out of the box, and the tone is at least a little silly.

Town: The Temple of Elemental Evil has three of these, actually. There's Hommlet, Nulb, and Verbobonc, the last of which is the nearest large city at half a week to a week away. Verbobonc is the easiest; it's outside the scope of the adventure, and it's large enough to have anything the adventurers might want, so I'll just use the DF rules straight - I've no interest in fleshing out a large city. Furthermore, it's large enough I can just assume that most things desired are available, which isn't the case with either of the two villages. That gives the party an incentive to go there, but it's far enough away that they won't want to stay there, since a week across open country is expensive and potentially dangerous. (The area is mostly lawful, but with the resurgence of the temple, the Prince is seeing an upswing in complaints about banditry and roving bands of demihumans.)

Once the party gets to Nulb, they have a choice as to where to stay. That means that I need to differentiate the two somehow, in a way that doesn't make one clearly the better choice. Nulb isn't treated with the same level of detail as Hommlet, either; mostly because by the time the PCs have moved on, they have a large dungeon to focus on, shifting away from town adventure.

The flavor of the two should certainly be different; the module makes this clear. Nulb will be dangerous, with brigands even possibly assaulting the PCs in the streets, if they come back weak and loaded down with treasure. It's a hive a scum and villainy. Why would the PCs ever stay there instead of Hommlet, where not only is it safer, but they're already well-liked by this point?

First, Nulb is a much better place to pick up hirelings. The only hirelings available in Hommlet are some adventurer-types who want far too much coin, a limited number of laborers, and one priest from the temple of St. Cuthbert who I'm throwing in as a backup healer if the party wants to take him along. (I firmly believe no one should be forced to play a cleric if no one wants to.) In contrast, in Nulb you can find the entire gamut of hirelings available in DF 15 - Henchmen (which I picked up yesterday and highly recommend for anyone who actually wants the sort of game where PCs hire people).

Second, Nulb is closer to the dungeon, being only half a day's journey over relatively safe ground from the Temple of Elemental Evil. From Hommlet, you travel for a day and a half, and you either cut through a rather dangerous forest or go through Nulb anyhow.

Third, you can get some things in Nulb you can't get in Hommlet. In Hommlet, there's no potionsmaster. There's a druid, to whom you can go for 'natural' potions (like monster drool poison and antivenin) - if he likes you - and there's a mage who will sell various small magical consumables, but no potions. Since Nulb is larger, I'm willing to abstract away buying most mundane goods, even those of quality (though you may have to wait a week in town if you order something particularly rare). Weapons and armor, in specific, are available, being mentioned by name in the module. In addition, if you need strong clerical magic, Nulb is the place to go, since the main priest of the Temple of St. Cuthbert in Hommlet is away. Also, sponsorship is easier to get here, and Nulb offers some training options not possible in Hommlet (clerics, holy warriors, thieves

Finally, Nulb is the only place for PCs to pick up rumours about the dungeon. People in Hommlet don't know much about the Temple, and they don't want to know.

One way in which Nulb is not going to be different is cost of living, which will be $150/week for each PC (plus cost of hirelings). In Verbobonc this is standard. In Hommlet, the Inn of the Welcome Wench is both the only gig in town and specifically mentioned as expensive. In Nulb, the food and lodging are cheap, but the extra money goes toward garnering rumours, being scalped for non-food sundries (cleaning your clothes, caring for your horses, etc.) and hiring guards to watch your stuff while you're asleep or paying protection money to some of the bandit gangs. If PCs think to ask, they can skimp on this, getting by on $100/week instead of the full cost, but they won't get a rumour and the chances of being attacked and robbed while in town will be substantially higher.

Hommlet at first will be much like written in the book, because T1 is in large part about the town adventure of finding the place the PCs need to go, feeling out the local politics, and inserting themselves successfully into the village. In short, for a little while Hommlet is the site of the adventure, and should be detailed as such. However, once PCs get to/through the Moathouse and/or resolve the tensions in the village, I want to largely abstract it away as a distraction from the dungeon.

Hommlet offers several advantages over Nulb. It's basically safe, with little to no chance of people being assaulted in town, and random encounters happening nearby only on a lower chance (6 or less instead of 9-12 or less, I'm thinking), and not all being bad besides. There's a temple, traders, money-changer, druid, and wizard's keep, along with various craftsmen, meaning most mundane needs and some magical ones (including healing and charging power items) can be taken care of. Some templates can only get training in Hommlet. Finally, what hirelings that can be found here are likely to be more reliable than those in Nulb.

A last note about training: T1 and T2 are very specific about the people that are in Hommlet and Nulb, and T1 is very specific about those that aren't in Hommlet. To that end, the two also differ in what PCs can find training in the two places.

Hommlet: Barbarian, Druid, Knight, Scout, Wizard

Nulb: Barbarian, Bard, Cleric, Holy Warrior, Knight, Scout, Thief

Yes, this will create some tension in where people want to spend their weeks. This is intentional. However, I don't want this to be crippling, either, so I'm ruling that you can still spend points in your template when you spend time in a town without a teacher, but not for new spells or primary skills (ones you already have are fine), nor power-ups or primary abilities you don't already have points in. Thus a Knight couldn't learn a new weapon, but he could train with the one he has, and a druid couldn't purchase a new animal companion, but he could improve spells he already has or dump more points into Power Investiture.