System:
Dungeons & Dragons
Code:
#9191
Type:
Adventure
Levels:
10-14
Author:
Dave L. Arneson and David J. Ritchie
Year:
1987
Publisher:
TSR
Format:
48-page book w/tri-fold cover, fold-out map
DA3 City of the Gods is a module in which the characters travel to and explore an alien ship, finding various alien technology and fighting an alien race along with the different robots and cyborgs that inhabit the massive 2-mile-long ship. There are also some interesting plot twists and various missions for the PCs. The bottom line, this module is absolutely WIDE open as it is presented. The DM can introduce multiple missions for the PCs as he or she wants.
What did I do when I ran this adventure? Not much. This was a single-session adventure for me. The PCs made contact and left. They weren't trying to explore an alien ship or obtain alien technology. That is certainly something that can be done. It just wasn't something that I didn't want to do and the PCs didn't seem interested in doing. They established friendly relations with the ship's captain and that was that. I didn't even kidnap the mage as is outlined in the module. I just made it simple and straightforward. A couple of fights with some froggies, and of course the encounter with the sand folk (John Carter anyone?). I guess the sand folk went extinct - since there are none in "current-day" Mystara that I've seen mentioned.
This is an interesting module - but not a module that I'm all that in love with. Lots of time is spent traveling through various wilderness areas of Blackmoor and exploring the ship. And lots of pages in the module serve to explain all the potential scenarios. But there is a minimum amount of time spent on developing any concrete plot. The DM will need to do some work to decide exactly how he wants this adventure to run unless he or she is familiar enough and confident enough to make it up as the PCs explore.