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D&D 5e (OG)

Guyblue Special: Sunset Over the Citadel

GM Guyblue · 0 players

Welcome to "Sunset Over the Citadel," a 5th Edition Dungeons & Dragons campaign set in Eberron's Mournland, based on the Classic module the "Sunless Citadel" and enhanced with a broader scope and an overarching plot.

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Game Overview

System: 5th Edition D&D
Themes: Western, Noire, Sword & Sorcery, Horror, Comedy
Starting Level: 2nd Level
Player Count: 4 - 5

 



Welcome to "Sunset Over the Citadel", a 5th Edition Dungeons & Dragon's campaign set in a modified version of Eberron's Mournland. This campaign is based on the classic "Sunless Citadel" module and has been modified and expanded with many potential side quests and avenues for exploration beyond the original scope. Due to the new setting, expect heavy influences from spaghetti westerns, pulp noir, and a general turn-of-the-century aesthetic that aim to make for a unique twist on an old favorite.

In this game, you can expect:

  • Genre Blend: Experience a thrilling fusion of spaghetti western, pulp noir, horror, and humor, all within the grim and (mostly) desolate landscape of the Mournland.
  • Remixed Citadel: Delve into a classic adventure module reimagined with Eberron twists, where the horrors of the Mourning intertwine with forgotten secrets and lost technology.
  • Danger & Intrigue: Encounter mutated creatures, remnants of warforged, desperate survivors, plainsfolk, tribal lizardken, cults, and more!
  • Expanded Hubtown: Engage in bounty hunting, uncover hidden treasures, and embark In side quests that delve into the local color, lore, and mysteries in this peculiar pocket of the Mournland.
  • Grim IC, (Sometimes) Silly OOC: I can't help but add amusing elements, odd creatures, and sometimes downright ridiculous encounters for the sake of a gag, my personal amusement, or to escalate/deescalate tense moments. Expect a bit of light humor throughout! I encourage you to play it straight but chuckle behind the character sheet! Or give a giggle both ways, whatever!


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Setting Vignette

The 'Gigantic', a leviathan of polished brass and shimmering glass, cut a graceful path through the bruised twilight of the sky. Within its opulent belly, laughter and the clinking of crystal echoed, a symphony of extravagance played out against the morose backdrop of the Mournland. From their celestial perch, the passengers adorned in silks and finery observed the desolate landscape below with detached curiosity...

Beneath them, the Sunless Citadel — a legendary landmark; a monument to times long gone — rose from the ashen plains like a skeletal finger cursing the heavens. Its shattered towers, gnawed by the relentless teeth of time and touched by the Mournings decay, whispered tales of forgotten grandeur and mysteries still-buried. Wind whistled through its hidden halls carrying with it the scent of dust, grime, and despair.

Further Eastward, nestled within a surprisingly verdant grove of trees, lay Oakhurst, a tenacious weed amongst the empty plains, a tenacious ember of civilization flickering against the relentless whip of the dusty wind. From the airship's lofty perspective, the town resembled a child's forgotten plaything, its inhabitants mere ants scurrying amidst the ruins of a broken world.

Beyond the town, Westward, the land buckled and contorted, forming what was colloquially known as the Red Scale Canyons. Their rust and red clay walls deeply scarred by the Mourning's touch, and by battles fought centuries ago — remnants of which still remain hidden in their crevices, beneath their rivers, and within the depths of their labyrinthine caves.

Directly below, a lone ribbon of winding, electric steel, the Lightning Rail, winding through a series of bombed-out craters in the planes, splitting the difference between the Canyons and Oakhurst, leading one-way towards Sharn, the City of Towers.

 



Where are we in the Mournlands?:

  • A small, mostly stabilized region just beyond the mists near Lake Cyre. Oakhurst, the game's hub town, is one of the only pockets of true-blue civilization currently around. Founded only a decade ago, as a product of industrial and magical ingenuity, in an effort to stake claim on the haunted realm, Oakhurst has its share of quirks and problems but is, for the most part, a bustling center for adventurers and entrepreneurs alike to launch their endeavors. A busy frontier town with (unusual) frontier problems, basically.

What about all the spooky stuff?:

  • Fret not, it's still there. Beyond Oakhurst, the land is just as uncivilized, unpredictable, and unwelcoming! Things go bump in the night; temporal, magic, and monstrous anomalies are abound; and, looming over it all is an ancient Citadel seething with darkness.

Warforged? Shifters? Changelings!:

  • Absolutely. Listen for the heavy foot-falls, looks for animalistic traits, and memorize your party member's faces! Not all are friends, not all are foes, but it's better safe than sorry...

Cowboys, Zombies, Robots, and Magic! Also, why is it always dark and raining?:

  • While it won't always be dark and raining, do expect this game to use the desired themes and genres very liberally. We're going for pulp style and flair!

 


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Applications

Deadline: May 31st, 12:00PM (CST)

Character Creation Guidelines:

  • We're starting at 2nd Level
  • Stats are the typical 4d6 drop the lowest. You may roll twice. If you dislike both arrays, use Standard.
  • HP can be rolled for or averaged out.
  • All races EXCEPT Human Variant (or Custom) get a free Feat. You may choose any starting Feat EXCEPT Lucky.
  • Take Starting Equipment.

Available Resources:

  • All official, 1st-party material is acceptable. Some official 3rd-party may be acceptable (ie, that on D&D Beyond, backed by WoTC, etc.)
  • No homebrew.

Process:

  • Create a thread with in the Applications section of the game forum with the following format: CHARACTER NAME, RACE, CLASS
  • Roll your stats in the same thread.
  • Use the provided template to fill out your application.


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Final Notes

Content Warning (PG-13): Violence, Blood & Gore, Fantasy Racism (No real-world parallels), Slavery, Body Horror, Kidnapping, etc.

Player Buy-In: Eberron, the Mournlands, and especially these themes require a good bit of player buy-in to really sell and make work. Be able to work with the established setting not against it, and try to lean in to all those heavy themes we're looking to establish. Moreover, don't be afraid or resistant to the unusual or unexpected!

Expectations:

  • A bare-minimum post rate of twice a week. Personally, I will be aiming for that and then some!
  • Long-term commitment. This WAS a short little module jaunt. Now it's something much bigger and more grand in scale.
  • Players who can add to the story in meaningful ways, either through conceptualization, interaction, and/or a general interest in the setting and game
  • Be able to adapt to a posting format and stick to it, please. If we establish bold text is dialogue, please don't use italics — it just gets confusing and bogs down an already slow format with unnecessary questions.

House Rules:

  • Stealth Outside of Combat: Players make (Dexterity) Stealth rolls only when someone is in a position to see or hear them.
  • Multiclassing: To avoid powergaming, anytime you seek to multiclass it must be granted approval by me. There needs to be a backstory-specific reason for your multiclassing, too. No Paladin multiclassing unless that is already your main class. That means a Paladin may not take more than 3 levels in another class.

 

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