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Nulb
Jun 1, 2010 7:40:14 GMT -5
Post by Scott on Jun 1, 2010 7:40:14 GMT -5
Any thoughts on fleshing this place out? For the most part, the groups I've DMed through T1-4 have avoided any dealings here, and as a DM I have glossed over it, but if I run the adventure again, I'd like to expand the settlement and have it become a more integral part of the plot. Or at least have a side adventure based out of Nulb before going to the Temple proper. Maybe something involving river pirates.
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Nulb
Jun 5, 2010 13:22:01 GMT -5
Post by GT on Jun 5, 2010 13:22:01 GMT -5
Here's a small note I made for myself: NULB The village of Nulb consists in the main of surrounding farms and a few craftsmen or merchants, as well as the boatmen and pirates who frequent the area. Most of the folk are true Neutral in alignment. They simply try to make a living and don't ask too many questions; farming tanning, weaving, woodworking, etc.. As for the pirates and thieves, they tend to leave the local folk alone as it serves their purposes to have the settlement as self-sufficient as possible and thereby attract less unwanted outside interest. As to the fare served at the Waterside Hostel: Breakfast runs 2 - 3 cp and consists of ham and eggs, oat gruel, coarse bread, and milk. Later meals run about 3 sp and consist of a stew of potatoes, carrots, onions, leeks and meat; chicken meat in broth, boiled potatoes in butter, fried cabbage with bacon, and grilled fish. Local ale is available for 1 sp, small beer for 3 cp, and local wine for 3 sp.
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Nulb
Jun 5, 2010 16:15:54 GMT -5
Post by Scott on Jun 5, 2010 16:15:54 GMT -5
Ho stranger. Any ideas for integrating the settlement into the story? I think some action in Nulb would be inevitable after a foray or two into the Temple. There are too many agents. And the road to the Temple is easy to watch. I could see a brute squad from the Temple being sent once the party is IDed.
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Nulb
Jun 6, 2010 22:26:55 GMT -5
Post by GT on Jun 6, 2010 22:26:55 GMT -5
Yeah, I certainly put a couple of agents in Nulb--an assassin and an evil cleric, I think. I mainly used Nulb as a place to make the PC's feel very uneasy...
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Post by Egg of Coot on Sept 20, 2010 9:10:37 GMT -5
I've given Nulb a sort of Innsmouth-ish feel in my games. Thus, the PCs find a run-down fishing village with a subtle 'something ain't right' undercurrent. I've added businesses like a tinker/trader, boatwright, sail/rope maker, a warehouse, fish market, etc.
As far as agents go, I didn't bother including any from the ToEE proper. I figured that the bulk of the villagers owe their allegiance to it, and given the village's proximity to the Temple, it'd be simple enough for anyone to walk over to make reports. However, there is an independent agent representing Iuz, as well as a member of the Scarlet Brotherhood present who are keeping tabs on what is going on.
The Egg
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Nulb
Oct 1, 2010 19:16:53 GMT -5
Post by ariochelruin on Oct 1, 2010 19:16:53 GMT -5
I've had more than one group of PC's robbed of everything they've owned by a gang of Nulb "citizens." The PC's made the mistake of bringing a cart full of loot through Nulb when they were low on Hit Points and their spells were exhausted.
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Nulb
Aug 6, 2020 16:36:10 GMT -5
via mobile
grodog likes this
Post by Erik Larson on Aug 6, 2020 16:36:10 GMT -5
Would it seem on-brand for Mother Screng to teach women of the village simple crafts as a more wholesome alternative to prostitution?
Not in an outright Cuthbertian way, but maybe more on the sly?
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