updating Murder in Baldur's Gate

Post/Author/DateTimePost
#1

OGRE1984

Mar 15, 2015 13:29:05

the adventure is very good, the setting is excellent, but it is not 5E. basic stats from MM work for most encounters, but it needs a bit more to give it a real diverse feel. flaming fist mercs should not be the same as the watch. i have handled this easily with equipment, race, and class abilities. however some areas still need work to flesh out the city, particularly spellcasters. i have decided that there is a minor magic economy in faerun dealing mainly with spell components, foci, rituals, common and uncommon magic items, and some minor items i am creating myself. alcohol and drugs are not covered in DMG so i am using fatigue rules for that. i have described this adventure as an unleveled sandbox, using milestone xp, hero points and untethered inspiration. the game has gone fairly well rules wise, but new players unfamiliar to system or setting have stumbled alot (too much freedom!). they have learned alot quickly and all really enjoy the style of play. 

 

#2

OGRE1984

Mar 15, 2015 13:33:37

i have been running a group thru the Murder in Baldur's gate adventure. i feel a need for the clergy of Gond to be better defined, rather than just acolytes with crossbows. i have decided that the church heirarchy has firearms, and other priests may have unique weapons, but i feel that the Knowledge domain is the wrong fit. any ideas?

#3

OGRE1984

Mar 15, 2015 14:10:44

the city of Baldur's Gate seems a bit light on temples. i am thinking of bringing in a temple of Tempus due to the Flaming Fist mercenaries, Sianmorphe will also enter the city due to its recent troubles, Waukeen also seems like a good fit. i think temples should serve a community function as a part of the local power structure. Gondsmen are very prevelant in the city and are necessary to the function of the city due to the abundence of public works, temple of tymora functions as a gambling hall and recruiter for 'special jobs' (adventure), temple of umberlee basicaly runs a protection racket and salvage operation. waukeen would fit easily in the manycoins house and regulate trade, tempus and Sianmorphe i am unsure where to place. any suggestions?

#4

OGRE1984

Mar 15, 2015 14:37:23

the adventure lists several gangs and has a partial list of the theives guild.

i have fleshed out the Bloody hands Gang, predominantly 1/2 orcs. bare knuckle pit fighters often recruited from the numerous porters and laborers seeking easy coin. they are ruled by the 1/2 orc Gort a ruthless murderer and minor criminal overlord with delusions of grandeur. he stays in his little corner of the slums, his bar in stonyeyes. a rundown warehouse in need of repair. it is dark inside and houses a number of illegal activities. bootlegging, smuggling, contraband, animal fights, & monster fights. he hires out thugs and shakes down easy marks on their way into town. often they just grab some items off poorly guarded wagons. current champion is Tharg 1/2 ogre Gladiator and dumb as a bag of hammers. 

 I have added an encroaching guild/gang of halflings moving in on the rivington rats. a small boat town has formed under the bridge on the rivington side. Yevin is the charismatic leader of the halflings, slick and conniving little killer. he is quickly taking over wym's crossing and rivington.

i have added a few more theives guild members and capos but  i need a bit more details for interguild conflicts. any suggestions?

 

#5

OGRE1984

Mar 15, 2015 14:54:33

noble houses seem a bit flat. have expanded the Gargauth influence among the Patriar youth (bored/rebellious nobles), i am thinking on expanding the dwarven house Shattershield as business rivals to Gond and the Flaming Fist, as well as being Dwarven supremicists. i need a little help fleshing out the families and plots for inter noble conflicts. the idea being that if players decide to get more involved i can have some ready made starter crunch.