Enpeze said:
Is there a adventure included in the lankmar book? Or some adventure hooks? I hope so. I would love to start a game directly after reading it.
A lot of the time when I was detailing what's in the city, I made a point of saying "You can use this in such-and-such storylines."
Here's a random example - a sidebar in the discussion of the Thieves' Guild and what foulness lurks in their basement:
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The Dead Master Thieves
For campaigns centred around or involving the Thieves’ Guild, it can be almost irresistible to use the Dead Master Thieves. They embody the corruption under Lankhmar’s surface as well as the archaic, eerie nobility of the Imperishable City, and they have just the right touch of the supernatural to make them frightening and unnatural, yet still acceptable on some level by Lankhmarts.
Games Masters will probably need to use the Dead Master Thieves sparingly to preserve the macabre element of fantastical horror that they bring to the setting. This can be remedied by remembering just what will stir these undead souls to action. Ultimately, the only thing that matters to these revenants is the Thieves’ Guild. This allows Games Masters to use the Dead Master Thieves in some interesting ways. An intruder that finds his way into the network of passageways through either the sewers or an adjoining cellar is in for a serious shock if he stumbles into the tomb-basement. The Dead Master Thieves have no reason to harm any intruders unless the character either threatens the corpses directly or has intentions of destroying the Thieves’ Guild. On the contrary, the Dead Master Thieves are likely to either ignore the interloper or converse with him, albeit in breathy, sinister voices and on macabre subjects that few still-living people would ever want to talk about.
The real promise for the Dead Master Thieves to feature in any thief-orientated campaign is for the ancient founders of the guild to take an active interest in what goes on above their heads. This can take the form of a ‘walk’ up top to slay any thief that is grievously harming the guild or has offended the founders in some way. This is more of a one-shot deal, though. A Games Master cannot spring that more than once without there being a risk of such a momentous and fearsome event becoming trite and mundane, at least not in a short space of time.
Something to consider is that perhaps not every thief had forgotten the presence of these undead founders standing restless in the cellar. The Dead Master Thieves might have contact with a select few guild members, the few thieves that come to offer their respects and maybe even seek the wisdom of these mummified elders. In this case, it would be appropriate for the Dead Master Thieves to speak cryptically of guild politics and member behaviour, even setting the occasional task for their loyal mortal followers; tasks which are designed to reduce any negative influences or actions within the guild. The undead founders might want certain thieves with dangerous or disloyal tendencies removed or killed, or the guild master replaced, or some icon of importance brought to their tomb-cellar.
For the game mechanics of the Dead Master Thieves, see Chapter XX.
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I wanted to do an adventure, but every single word counted in that book and I had to be very, very careful. There is, however, an adventure in the Guide to Nehwon (the Lankhmar book right after Lankhmar itself) which can be directly linked into the future scenario releases.