Hi, my first post. Thought I would just dive in. I’ve been working on a supermodule: The City of Vermilion using OSRIC rules (OSR).
Pitch: The City of Vermilion is located on a vast island in the vibrant turquoise waters of the Zontani Sea. The Zontani Sea is brimming with sea life and its murky floor littered with the sunken treasures of ages long past. Residents enjoy prosperous trade with wine and olive oil, but also suffer from ravaging pirates and ferocious sea monsters. Its greatest peril is the Maelstrom, ancient and immense beyond human imagination, whose ship-devouring currents have feasted on the wooden carcasses of a thousand ships. Once content to remain in one place, it now stirs and moves across the Zontani sea like some unfathomable leviathan of the deep, engulfing even the nearby sea town of Talpos.
Your party can explore the City of Vermilion and interact with the 6 ruling houses and numerous important groups for faction play and intrigue. The party can explore the city streets, the rooftops, to the sewers, infiltrate a thief guild, stumble upon the forgotten Pirate Lord Crypts, to the islands, caves, underwater ruins, and even to the Maelstrom itself!
Excited: I had a lot of fun putting this adventure together. I’m playtesting it and tweaking a few things. I’m also gearing up for my first Kickstarter to try and afford a professional editor and commission artists, then I’ll just need to do the layout (my favorite part). Hoping to launch the Kickstarter at the end of the month.
Hope: The goal (and my hope) of the project is to make a city adventure easy for a GM to run DURING play. I was always intimidated running a city adventure because there is so many NPC’s, buildings…and who knows what the party will do!! Dungeons are easier for me because there are walls and I can easily prep because those walls restrict choices. My strategy for the city is completely different. My strategy is to supply the GM with a bunch of organized and easy to scan options/rumors to throw at the party of things they can do–that the players form their own "walls—by not being distracted and focusing on one goal or section to play in. Through my playtesting…it seems to be working and by throwing so many rumors and interesting things, the players have said the city feels ‘alive’.