Shadowdark in the Lost City - Prep, Pt. 3
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Welcome back for another update as I adapt and revise the classic D&D Basic Set module The Lost City for use with Shadowdark RPG! As I mentioned in my first post, one of my goals was to add depth to the Cynidicean cults, explore their relations with one another, and how they would interact with the player characters. I have expanded on Tom Moldvay’s description of the cults quite a bit and also made them fit within a somewhat more historically accurate ancient Assyrian setting. I have also further developed the leaders of each of the cults in order to provide the Game Master with more to work with for roleplaying purposes. Lastly, I created a couple of mechanics that the GM can use to track relations between the cults themselves as well as with the PCs.
Cult of Enlil
Enlil was once the Cynidicean god of war, storms, and justice but has long since been forgotten except by a small secret sect. Led by Ardates, the cult is made up of warriors who would see the Priests of Zargon overthrown. Members wear bronze masks depicting the long-haired, stern bearded face of their god. Their holy symbol is that of a stylized blue lightning bolt.
Ardates is always prepared for a fight but is smart enough to avoid them when possible. He will do his best to try to out maneuver opponents until the odds are decisively in his favor and then strike quickly.
Cult of Nabu
Nabu was once the Cynidicean god of enlightenment, knowledge, and secrets but has long since been forgotten except by a small secret sect. Led by Iltani, the cult is made up of wizards and rogues who would see the Priests of Zargon overthrown. Members wear silver masks depicting the serene face of the child god. Their holy symbol is that of a stylized silver pentagram.
Iltani is a survivor and has learned to wear many faces. She is a skilled diplomat, master of flattery, and the slow weaver of deadly webs. She puts the needs of the Cult of Nabu firmly in place right behind her own.
Cult of Ishtar
Ishtar was once the Cynidicean god of the earth, birth, and death but has long since been forgotten except by a small secret sect. Led by Sammas, the cult is made up of druids, farmers, and midwives who would see the Priests of Zargon overthrown. Members wear wooden masks depicting the beautiful yet stoic face of their god. Their holy symbol is that of a stylized wooden sickle.
Sammas is endlessly pragmatic and spends little time fretting over what is ‘right’ or ‘wrong’ as long as it works. She is direct and doesn’t parse words though is willing to listen to a succinctly put plan.
Relations Among the Cults and the Party
While the cults all seek the overthrow of Zargon and its followers, they are deeply suspicious of if not hostile toward each other. The Priesthood of Zargon is aware of their existence and seeks to infiltrate their ranks. Paranoia and fear are sown to keep the cults divided as the Priesthood works to unmask them. There has been bloodshed on all sides over the centuries and trust will be hard to establish. That said, there is a realization that individually they cannot overcome Zargon.
At the start of the adventure, relations among the cults are at best neutral (see the Cult Relations Tracker below). Relations may improve or deteriorate based on factors as determined by the GM as well as by player actions. Groups will not meet unless relations are at least Neutral. Allies proactively cooperate and support one another. Neutral parties may act together in pursuit of mutual goals but put self-interest first. Enemies work against one another and seek each other's demise. To have sufficient numbers to forcibly challenge the Cult of Zargon, at least 2 cults must be allied with no enemies.
Cult Relations Tracker
Relations between the cults and the adventurers will be determined by their initial encounters. Using the Cult - Party Relations Tracker below, track the party’s current relations with each cult. A rating of 3 is the highest and necessary to obtain before advancing to 1 in the next tier. For example, the first encounter between the PCs and the Cult of Enlil results in a skirmish with no casualties. The GM decides initial relations between the PCs and the Cult of Enlil are at Enemy 3. During the next encounter, the PCs indicate they mean no harm and wish to talk. After a fruitful dialogue, the GM advances relations to Neutral 1. During the dialogue, the PCs gather a rumor about a follower of Enlil trapped in the tombs. During their explorations, the PCs find and free the lost follower. The GM upgrades relations to Neutral 2. Later, the cult leader asks the PCs to recover a lost item. Upon doing so, relations improve to Ally 1 and the cult begins sharing information and providing support to the PCs.
Cult - Party Relations Tracker
