Turning Road to Urik into 4th ed.

Post/Author/DateTimePost
#1

itbejonnyd

May 18, 2011 11:27:28
Hey everyone Im just trying to figure out how it would be possible for me to use some of the content in Road To Urik 2nd ed for my home brew. I have an idea that i want to instead have the Veilled Alliance force the Pc's to raise a small army to defeat Tectuktitlay, which is the city that my campain takes place in, i used this as my area because Ol' Tectu is the least strongest of all the SK and im thinking i wanted to involve them in the death of Tectuk and his moon priests plus, Maya and Aztec themes are brutal! I love the ideas from some of the encounters that are presented in Road to Urik. But i guess the big quastion is should I use all of he encounters in RTU, some? Any Advice would be great thanks.Laughing
#2

khorne37

May 18, 2011 11:48:46
If you want the PC's to raise the army then you will want them to be the general's I assume. The road to Urik places the PC's as minor heroes to the war effort and they are stuck into a scout role. I am not saying that it is a bad idea and you can certainly redesign as you best see fit.  I would use as many encounters as possible that relate to the two army interactions and redeisng the climatic battle as the two core headquater groups facing off in the middle of a raging battle.
#3

mach4

May 18, 2011 14:56:17
The beginning of Road to Urik I think makes too many assumptions that you are raising the army from within a city-state, not something that would be very easy to do with the Tektuktitilay, templars, and loyalist nobles all ready and able to sound the alarm. You could have the players raise the army from outlying regions such as nobles on the very edges of Draj's influence, waste-lander tribes, the nearby forts Ebon and Firstwatch, the village of Bitter Well, and even culling some troops from the various armed factions in Raam (a city more likely to not notice nor care much about a gathering of troops outside it's doors in it's current state). The methods of recruiting supporters and troops can be ported right over in many ways or at the very least used as springboards for something more specific to the region and your intentions. The second half of the adventure is mostly filler for the long journey, which may or may not take place for you depending on how far from Draaj this army gathers up. The final part of the adventure, if I recall was basically a feint encounter set while the main army was elsewhere; not something all that exciting if you ask me. That and the fact that the army was pretty much wiped out (if I'm remembering any of the adventure synopsis incorrectly, then my apologies. A few thousand miles are now between myself and a storage facility with my gaming library).

So, you can definitely utilize a lot of the broader ideas of the adventure, but it may make for a poor direct port.
#4

tindalosihound

May 18, 2011 16:16:16
For this idea, you'd be best off trying to track down information about the first Dark Sun computer game "Shattered Lands", given the game is entirely about escaping from Draj, and then uniting the slave villages of Cedrite, Teaquetzl, and Gedron against Tectuktitlay's army. If nothing else, it may give you some ideas you can mesh with Road to Urik.