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Nulb
Feb 23, 2005 11:02:20 GMT -5
Post by dzubak on Feb 23, 2005 11:02:20 GMT -5
Okay, I been reading through this module lately and have some questions. I have owned T1-4 since the day it came out but never, ever read it cover to cover. I know, I know total blashphemy but I started to DM it and was familiar with Hommlet, having owned and DM'd T1many times. The game resulted in a TPK and it sat on the shelf until my friend offered to DM it. Thus I refrained from reading it thoroughly.
I have been thinking of redeveloping parts to fit my own designs (I did not care for the randomness of dungeon level 3 and parts of levels 1 & 2. ) and I am having trouble seeing how Nulb fits into the big picture. I realize it is meant to be a den of evil bandits, thieves, and pirates but there are very few detailed areas, the summary does little to help incorporate it into the story, and in my own adventures we visited Nulb only 2 or 3 times - mainly to converse with Mother Screng.
So I am asking for some insight into this portion of the adventure. Whether you know how Nulb "officially" fits into the plot or how you incorporated into your campaign or even some thoughts on how to expand it - please share your ideas. I'd greatly appreciate it.
-d
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Falconer
Enchanter
Knight Bachelor
AD&D, Middle-earth, Star Trek TOS
Posts: 330
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Nulb
Feb 23, 2005 22:30:12 GMT -5
Post by Falconer on Feb 23, 2005 22:30:12 GMT -5
Nulb is like a mini-city. Unlike Hommlet where everything is pretty straight-forward lawful farmer folk, Nulb is a warren of who-knows-what. As long as the PCs are wary and wily, they can get involved in a lot of adventures and intrigue. All of the Temple factions are involved in Nulb, as are the agents of Tenser and of Veluna. My PCs have had all kinds of interesting adventures there, including one player who got involved with a fledgling (non-Temple) Thieves' guild there.
Maybe we as a group could develop Nulb further. Maybe it's a great opportunity for the DM to wing it. Either way...
Like I said, though, if the PCs are unwary and stupid they can just come in and declare they are fighting the ToEE, and they're royally screwed. That happened to a few PCs in my campaign... Regards.
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Nulb
Mar 1, 2005 12:10:54 GMT -5
Post by dzubak on Mar 1, 2005 12:10:54 GMT -5
Falconer, Thanks for the response. I certainly see Nulb as a den of thieves, bandits, temple followers, and other evil doers. However, it's much smaller than Hommlet so I don't view it as a mini-city, perhaps you just classified it as such because of the massive expansion potential. Of which there is quite a lot!
The DM of my group didn't put any effort into expanding on anything in Nulb so we didn't really spend much time there. Just enough to quiz Otis on the location of the temple and visit the Canoness for a raise dead or two.
I do like your idea of expanding the Nulb area a bit. I am currently playing the ToEE PC game and it really rebuilt Nulb from the ground up with the exception of Otis and the Canoness. I also came across an archived weblog of a campaign that revisited the ToEE several decades after the T1-4 module and they really had some good ideas for Nulb (as well as Hommlet).
I'll think of some ideas of how to expand on things in Nulb and possibly tie some plot pieces back into Hommlet. Thanks again Falconer. -d
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Nulb
Mar 8, 2005 18:25:25 GMT -5
Post by Scott on Mar 8, 2005 18:25:25 GMT -5
Nulb is almost always neglected when I run the adventure. The party typically spends a day there, and then avoids any further interaction. Scott
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