Well I have my Core Rules now, all my RQ 2 and 3 modules and tons of notes, got a player (one is a start). Now with the player I have has the good fortune/curse of being interesting". Said player has decided to play an Issaries Merchant and as I am running him as a solo I asked him to create a second character as well. Hmm God of Surface Darkness says he, well his brother will be an Argan Argar cultist and they willl both be Torkani.
Well, the tons of notes combined with some great reference materiel alleviated some of the panic I felt of having very few notes on the good Torkani folk. A month later, between all the materials out there (old and new) and what I have as well, I now have a bit of a Torkani sandbox to play in. Next step is to populate it and then place adventures.
That is the point of this missive, does anyone have suggestions of modules of any flavour (Questworld, Judges Guild, WD, DW, any variety of RQ or HW or HQ) that are Torkani centered of that could be adopted to that very misunderstood of Sartar Tribes, The Torkani. I have decided to start him with Greenbrass from RQ3's GM book. Not a very sophisticated adventure but one that gives a great variety of encounters including one that
{Small Spoiler Alert!!!}
... should be avoided at all costs—demonstrating a key fact of RQ gaming. There are no levels or warnings that this part of the dungeon is the deep end that is the shallow. Game balance is just not as important in this game as in others.
So again I am asking for adventure suggestions, published or otherwise. And I suppose I should ask if anyone knows of prominent Torkani I should note,
Cheers all.