Play begins in Thunder Rift, I've lifted a few modules from elsewhere to fill in some gaps (B7: Rahasia, for example, B3: Palace of the Silver Princess for another), bu Thunder Rift forms a nicely contained playground for the nephew to get used to the system with. Eventually, I'm sure, the brave and noble nephew will grow tired of the Thunder Rift, or he'll sneak through one of the many Ningaublin rifts to the world outside. What will he find there? Well...
The Gray Box. Enough of a setting to hang my hat on, open enough to do what I want and not worry about stepping on anyone's canon. Out in the Trackless Sea, one might find X1: The Isle of Dread, And beyond that, people speak of a strange coast, upon which rests a strange city:
A bit closer to home, beyond the eastern edge of the map rests many a strange kingdom, an excuse to break out my Gazetteers (especially Principalities of Glantri).
Adventuring on the surface world is all well and good, of course, but everyone knows that the best adventure awaits the deeper you go, and if you go deep enough, well....
Many a strange and fanciful sight to be seen here in the Hollow World, and wouldn't you know it? The Immortals have replaced the Faerunian pantheon. Oh dear...
So there you have it. A cluttered world that makes a certain sort of sense when you step back, stick out your tongue, and cross your eyes. Adventure Modules, with a bit of tweaking, supply many a quest, and when the nephew has exhausted those, well... There's always a rumor and a whim, or perhaps a friendly Ningauble to show him the way to other settings. For extra monsters, there's always the Monstrous Compendium Annuals.
Now, I wonder where I put my Dark Sun boxed set...
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