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T O P I C    R E V I E W
Erik Scott de Bie Posted - 18 Mar 2011 : 20:46:18
Ahoy and well met!

So I'm starting up a 1375-1384ish campaign soon that revolves around a group of privateers (the PCs) in the (at least ostensible) employ of the kingdom of Cormyr.

They're a crew of buccaneers sailing the waters of the Sea of Fallen Stars, preying on Sembian/Netherese ships, killing pirates, rooting out conspiracies against the Crown, and seeking out treasures for the treasury of the Purple Dragon (and a modest cut). They make their main berth in Westgate, which is where their Cormyrean highknight contact meets up with them and gives them missions for the crown.

I have a few ideas for potential story hooks and adventures (Night Masks, cold war with Cormyr and Netheril, sahuagin vs. aquatic elves, etc.), but you guys give me great ideas, and I'd love to open it up to suggestions. What challenges might they face? What intrigues should they find themselves in too deep? What sunken treasures should they discover--and what guardians might await?

They start at 8th level, so appropriate challenges are a plus.

Cheers


EDIT: Oh, and if you're Brian James, you're the cleric in the party and you should stop reading now!
30   L A T E S T    R E P L I E S    (Newest First)
Elren_Wolfsbane Posted - 20 Nov 2016 : 22:47:26
quote:
Originally posted by Erik Scott de Bie

Ahoy and well met!

So I'm starting up a 1375-1384ish campaign soon that revolves around a group of privateers (the PCs) in the (at least ostensible) employ of the kingdom of Cormyr.

They're a crew of buccaneers sailing the waters of the Sea of Fallen Stars, preying on Sembian/Netherese ships, killing pirates, rooting out conspiracies against the Crown, and seeking out treasures for the treasury of the Purple Dragon (and a modest cut). They make their main berth in Westgate, which is where their Cormyrean highknight contact meets up with them and gives them missions for the crown.

I have a few ideas for potential story hooks and adventures (Night Masks, cold war with Cormyr and Netheril, sahuagin vs. aquatic elves, etc.), but you guys give me great ideas, and I'd love to open it up to suggestions. What challenges might they face? What intrigues should they find themselves in too deep? What sunken treasures should they discover--and what guardians might await?

They start at 8th level, so appropriate challenges are a plus.

Cheers


EDIT: Oh, and if you're Brian James, you're the cleric in the party and you should stop reading now!




This sounds really neat. I can't think of a huge plot twist at the moment, but I'd love to see a kraken type creature.. or an unknown mist that kills the crew one by one posing as their loved ones.

Anyway. I hope it goes well and we get to hear all about it :)
AuldDragon Posted - 17 Nov 2016 : 20:36:15
Dungeon magazine had a few adventures that specifically took place in the Sea of Fallen Stars (and more that were generic pirate fare):

#48 - The Oracle at Sumbar
#63 - Huzza's Goblin o' War
#66 - Operation Manta Ray
#79 - The Akriloth

Might be good to mine for NPCs, local flavor/history, spinoffs/sequels, or just update and run as written.

Jeff
Icelander Posted - 16 Nov 2016 : 10:03:31
I've been re-reading the Pirates of the Fallen Stars in preparation for more closely detailing the various pirate captains and leaders that the PCs are now allied with, after their defeat and mind-controlling of Vurgrom the Mighty and their contract with Azla of the Black Champion.

I've also been viewing the excellent Black Sails, which shows how very interesting and gamable the democratic traditions and Articles of Agreement of historical pirates in the 17th and 18th century can be.

Rather than merely a dictatorial captain and a crew that can be mutinous but has no way to express legitimate dissent, one has a democratically elected captain, along with a democratically elected quartermaster serving in the role of crew's representative, distributor of booty and purchasing agents for all ship supplies. The captain's word is the sole law in combat, but as he can be deposed by vote any time the ship reaches shore, it is a dim-witted captain who does not listen carefully to his quartermaster and crew at all times when there is time for consultation.

I was wondering if any gamemasters who had featured piracy on the Inner Sea in their campaigns had featured pirate crews willingly accepting Articles of Association in order to sail on a given ship, under a given captain, and been able to depose an unpopular captain by vote ashore. And whether anyone had tried having Quartermasters have a role similar to the role of historical pirate Quartermasters,
Lily M Green Posted - 28 Mar 2011 : 16:25:00
quote:
Originally posted by Erik Scott de Bie

Thanks for that idea, Lily. It's simple but effective. Hmm . . .



Y' welcome, but really I can't claim much credit. It's Daphne Du Maurier's for the most part and somewhat oversimplified at that.

quote:

You raise a good point about tailoring it to my PCs--let me tell everyone who/what we've got:

The captain: male human (Dragon Coast) rogue/swashbuckler. It should be noted that he's into the boyz, not the girlz, making romantic subplots a little interesting for him. In fact, the player has written a narrative backstory for him, if anyone's curious: http://community.wizards.com/zephsright/blog/2011/03/14/backstory_for_my_gay_pirate!


Well, reading that backstory I'd imagine it's possible that our Captain could have his head turned by an Aubrey type...

Also prompted by the backstory and thinking along the Du Maurier / Cornwall lines... There are plenty of stories of pirates, smugglers and wreckers from that area to provide a good plot hook (bad pun intended) and one particularly villainous individual who springs to mind is Coppinger The Dane. Like all good tales. Coppinger is alleged to have had a degree of the supernatural about him and his child was born without a soul in judgement of his wicked deeds. The link I've included features an old ballad about Coppinger but 'Coppinger' and 'Feather in a Storm' are a couple of recent songs by Seth Lakeman you might find interesting.

quote:

The first mate: male human (Calimshan) monk/sorcerer. This guy is exotic, mysterious, taciturn, and has a way with the ladies that strong silent types often do. (The high charisma doesn't hurt!)



Ha! *Some* of us are far too level-headed to be swayed by such...Oooh pretty. Monk/Sorcerer mmmmmm

quote:

The navigator: male human (Dragon Coast) cleric of Valkur. This guy is a professional sailor who seems born to the sea.


quote:

The twins: female elf (Yuirwood) bard/ranger and female elf (Yuirwood) bard/druid. These elves are twin sisters exiled/on the run from their family in the unapproachable east: their primary motivation is to seek out their sister/cousin (I think she's a half-elf) who they've heard is sailing the Sea of Fallen Stars.



There's an NPC candidate here I can think of but you're no doubt way ahead of me!

Hope some of this proves useful? I love the theme!

EDITED: Because I shouldn't post when I'm (supposed to be) doing other things.

Diffan Posted - 28 Mar 2011 : 14:13:14
I'm suprised no one mentioned the idea of a Ghost Ship in the Sea of Fallen Stars. I mean, it's a classic pirates tale!!!

Another idea is battling great sea-monsters like Giant Octopus, Sharks, and even Levithians! I did a quick Sea-faring adventure for my group (on board the Sea Sprite no less) that was attacked by a Giant Squid. It was so funny to watch our Scout tumbling about the deck skirmishing the tenticles as they tried to grapple him. Then the druid went and set off a Flaming Sphere......on the deck....made of wood....*tsk tsk*. Suffice to say, after the beast was killed (it might have fled after taking some serious damage, I can't remember) the group was quickly put to port the next day, lol. Robillard was not very happy to say the least.

I'd also suggest perusing the supplement Stormwrack for additional content on boats, sea-faring mechanics, equipment (yay Shark armor!!), and even Prestige Classes and Monsters. It's really great for any sea-campaign no matter the edition (I used it for my 4E adventure to some heavy extent).

I would also play up the Druid of the party becoming accustomed to the sea and the creatures there in. I'm not sure what her Animal Companion is but she might want to change it to a ocean creature in the future and gain some spells that help with swimming, breathing underwater, and keeping the wood of the ship in good condition. Might want to make sure she keeps weather-based spells (Fog Cloud, Gust of Wind, Sleet Storm, Control Water, etc...) on hand or in wands.

Hope some of this helps you Erik.

quote:
Originally posted by Erik Scott de Bie


Nope! Multiclassing is the 3.5 way.


QFT!
Erik Scott de Bie Posted - 27 Mar 2011 : 20:45:07
Nope! Multiclassing is the 3.5 way.

Cheers
Ayrik Posted - 27 Mar 2011 : 20:18:38
Your players don't like sticking to a single class either, eh?
Erik Scott de Bie Posted - 27 Mar 2011 : 20:07:19
Thanks for that idea, Lily. It's simple but effective. Hmm . . .

You raise a good point about tailoring it to my PCs--let me tell everyone who/what we've got:

The captain: male human (Dragon Coast) rogue/swashbuckler. It should be noted that he's into the boyz, not the girlz, making romantic subplots a little interesting for him. In fact, the player has written a narrative backstory for him, if anyone's curious: http://community.wizards.com/zephsright/blog/2011/03/14/backstory_for_my_gay_pirate!

The first mate: male human (Calimshan) monk/sorcerer. This guy is exotic, mysterious, taciturn, and has a way with the ladies that strong silent types often do. (The high charisma doesn't hurt!)

The navigator: male human (Dragon Coast) cleric of Valkur. This guy is a professional sailor who seems born to the sea.

The twins: female elf (Yuirwood) bard/ranger and female elf (Yuirwood) bard/druid. These elves are twin sisters exiled/on the run from their family in the unapproachable east: their primary motivation is to seek out their sister/cousin (I think she's a half-elf) who they've heard is sailing the Sea of Fallen Stars. The druid of the pair boasts a staff taken from the living wood of a great tree of her homeland, which enhances her druidic powers. The ranger carries a bow she took from her former betrothed--a great elf hunter.

Cheers
Lily M Green Posted - 27 Mar 2011 : 16:23:56
quote:
Originally posted by wintermute27

I've always liked the idea of a dandy nobleman who is secretly the captain of a rather ruthless band of were-rat pirates (think The Scarlet Pimpernel). Just one of those ideas written down in my DM's notebook during a campaign brainstorming session that I never got around to fleshing out or using...



You've been reading Frenchman's Creek, haven't you.

Actually Jean-Benoit Aubrey's character and exploits might be a good source to plunder for inspiration. Dependent on your PC's you could... act on behalf of the 'local nobility' to bring an end to his audacious pirate raids and 'rescue' the Lady wife of one of the Lords, who they believe the pirate captain has taken hostage. However she has actually gone willingly and takes part in the raids. Or you could act with the pirate in the raids, designed to make fools of the local nobility and law enforcement. As a character he's interesting because he's charismatic, well educated and - he believes - beholden to no one, and his piracy is born out of boredom, not because he's particularly wicked or desperate. And of course there's always the romantic sub-plot to play out if you so desire?
Dalor Darden Posted - 22 Mar 2011 : 05:35:21
Bad guess on my part...I knew it had to be one of the Carolinas.

I'm from Virginia originally...used to upset me when people said Pirates only sailed in the Caribbean. It was the Governor of Virginia that did ol' BB in!

I love pirates...playing one now actually in a game that Kuje from here on Candlekeep is running.

Back on topic: Pirate stereotypes are actually fun to play...but I'd throw twists as well.

Nothing says pirate like a peg-legged Dwarf strapped on with a bandolier of pistols, a heavy beard and an eye patch as he swings away with a "boarding axe" (Dwarven War-Axe) in one hand and whipping out pistol after pistol in the other to blast away!
Andrekan Posted - 22 Mar 2011 : 04:39:19
North Carolina, we have Bath and Ocracoke Island. But I know he did a number down in the Port of Charleston.

Ocracoke Island in September all of the "Former" Pirates gathered and had a pig pickin' with plenty a keg I'm sure, it was Ed Teach's retirement party. A few years later he went back to his old ways and fell for the trap with his skeleton crew. After his head was cut off they threw his body in the water, named Teach's Hole, where the story says it swam around the ship a few times before sinking. He was charismatic and cunning but harshly cruel, from some of the other stories I've read.
Dalor Darden Posted - 21 Mar 2011 : 20:59:21
quote:
Originally posted by Andrekan

A good detailed map of a pirate isle with a rough taverns and brothels. Every Pirate needs a place to spend all their loot. Perhaps some Noble supports the isle and the cause. Whose ships will they be attacking.

Make several opposing Pirate Brotherhood with Powerful Deadly Sea Captains. Flag designs are important to identify who you might be about to attack. Alliances and Rivals make for a nasty twist in the intrigues upon the sea.

One must throw some daring Law Enforcers or rough Mercenaries who protect the shipping lanes. Don't forget the extremely cruel Law Enforcers who will chain the pirates to rocks and await the high tide to drown them.

What Merchant Coasters are up for grabs and who will pay the highest ransoms or support piracy on the competition. Do your pirates cut off a prisoners hand with a ring of Noble on it and send it to Port as proof of who might being held? A Captain has to have some good contacts to sell the stolen goods.

Once you build up the npc groups look at the Underwater communities, Organizations, and Creatures. These will lead you to the ancient lores scattered below the salty waves or ship wrecked on deadly isles.

There is that lone lost island, those hidden treasures, and the crew that never came back. Where do these old maps lead? Who else is looking? Why are Nobles out here?

Duels for leader-ship are important and everyone does their share of work. There would be an unspoken code that holds these ruthless cutthroats together. Those who don't agree will be tossed over board or fished with!

How many ships will the roughest Pirate Crew hold? It's one thing to be attacked by a pirate vessel. It's another to have five pirate ships attack, two of them are much quicker on the sea than others. Does the captain throw all of the surrendered crew to the sharks and then take that ship filling it with pirates under his control?

Here in the land of Black Beard all these things come to my mind...

yep those are the basics...



You are in South Carolina?
Andrekan Posted - 21 Mar 2011 : 20:38:41
A good detailed map of a pirate isle with a rough taverns and brothels. Every Pirate needs a place to spend all their loot. Perhaps some Noble supports the isle and the cause. Whose ships will they be attacking.

Make several opposing Pirate Brotherhood with Powerful Deadly Sea Captains. Flag designs are important to identify who you might be about to attack. Alliances and Rivals make for a nasty twist in the intrigues upon the sea.

One must throw some daring Law Enforcers or rough Mercenaries who protect the shipping lanes. Don't forget the extremely cruel Law Enforcers who will chain the pirates to rocks and await the high tide to drown them.

What Merchant Coasters are up for grabs and who will pay the highest ransoms or support piracy on the competition. Do your pirates cut off a prisoners hand with a ring of Noble on it and send it to Port as proof of who might being held? A Captain has to have some good contacts to sell the stolen goods.

Once you build up the npc groups look at the Underwater communities, Organizations, and Creatures. These will lead you to the ancient lores scattered below the salty waves or ship wrecked on deadly isles.

There is that lone lost island, those hidden treasures, and the crew that never came back. Where do these old maps lead? Who else is looking? Why are Nobles out here?

Duels for leader-ship are important and everyone does their share of work. There would be an unspoken code that holds these ruthless cutthroats together. Those who don't agree will be tossed over board or fished with!

How many ships will the roughest Pirate Crew hold? It's one thing to be attacked by a pirate vessel. It's another to have five pirate ships attack, two of them are much quicker on the sea than others. Does the captain throw all of the surrendered crew to the sharks and then take that ship filling it with pirates under his control?

Here in the land of Black Beard all these things come to my mind...

yep those are the basics...
MalariaMoon Posted - 21 Mar 2011 : 02:49:41
On a similar theme, there's also this on the Wizards website:
http://www.wizards.com/default.asp?x=dnd/al/20040804a
MalariaMoon Posted - 21 Mar 2011 : 02:48:56
How about looking for the legendary treasure horde of the infamous pirate leader, Immurk the Invincible?

Have your PCs come across a piece of the treasure map. To locate the treasure, they must reconstruct the treasure map from different pieces scattered over the Sea of Fallen Stars. Of course, all the different fragments will be in different, difficult to reach locations, for example:

• On board the flagship of a current pirate lord; the PCs must sneak into the heavily defending buccaneer stronghold at Earthspur to retrieve it.
• In the hoard of a local dragon; I vaguely recall mention of powerful fang and topaz dragons lairing around the Sea of Fallen Stars in the 2nd edition campaign set.
• Another piece might be in possession of the Night Masks of Westgate.
• Somewhere underwater, as over sages have already suggested.
• Perhaps the final piece could be under lock and key in Suzail, sequestered there by a Cormyrean Freesail following the pirate king’s defeat. In order to get it the PCs must either perform some service for the Crown of Cormyr or steal it from under the Purple Dragon’s nose.

Maybe the PCs will first need to track down one of Immurk’s old crewmates (a demihuman could conceivably be still alive, or a wizard companion who prolonged his life by magic) in order to find clues as to the whereabouts of the pieces. As the campaign progresses, and they get closer to the treasure, they’ll have to contend with other interested parties after the gold. Maybe the treasure even contains some powerful artefact that Immurk used to inspire loyalty in the pirate captains when he was king.
Rhewtani Posted - 20 Mar 2011 : 14:17:16
There's an old Dungeon adventure involving a paladin who gets turned into a were-eel. I'll try and find the issue #. It's a great story to have running alongside the PCs.
Markustay Posted - 20 Mar 2011 : 13:52:49
LOL - if you are a fan of bad puns (and badder references), have an 'old sea-salt' refer to the ocean as 'the jonny depths' rather then 'the briny depths', as a local euphemism. As in, "Arrrr.. he ran 'em through, he did... sent him to the jonny depths!"

In my old Greyhawk Campaign, the rural folk of Geoff (who I gave a real redneck accent) referred to giants as 'billies'.

And of course, they really hated the 'hill billies'.

Yeahhhhhh... I was THAT DM.
Alystra Illianniis Posted - 20 Mar 2011 : 07:04:20
Ooh! I love these ideas. Might just use a few in my own pirate isles.....
Dalor Darden Posted - 19 Mar 2011 : 23:19:54
How about a group of do-gooders who are out to stamp out any sort of "evil"...such as what the party might have done that was evil in their eyes.

Even better...a group of "good guys" that are directed against the party by someone the party did wrong...Nothing like having a Paladin after you with religious fire in his eyes!
Markustay Posted - 19 Mar 2011 : 23:12:16
Oh no! A school of dreaded were-shrimp!

I loved in PotC how the undead pirates attacked, by walking on the bottom of the sea. In reality, they would have needed weighted shoes (in case you want to use this). The vampirates we discussed earlier could pull that off as well (or anything that doesn't need to breath, for that matter).

OH! And an eye of the deep! I always liked those, but you never see them used.
Fellfire Posted - 19 Mar 2011 : 18:12:17
Perhaps a pack of Seawolf Lycanthrope Pirates aboard the ship Feeding Frenzy.
Wooly Rupert Posted - 19 Mar 2011 : 16:09:16
quote:
Originally posted by The Sage

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by wintermute27

I've always liked the idea of a dandy nobleman who is secretly the captain of a rather ruthless band of were-rat pirates (think The Scarlet Pimpernel). Just one of those ideas written down in my DM's notebook during a campaign brainstorming session that I never got around to fleshing out or using...



I prefer weresharks. They jump overboard, shark out, swim over the other ship, go back to human form, sneak aboard and wreak havoc.

Weresharks never get enough page-time, IMO. In fact, any were-sea creatures could work just as well here.



Within reason. Who's going to take a were-manatee seriously?
The Sage Posted - 19 Mar 2011 : 15:43:51
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by wintermute27

I've always liked the idea of a dandy nobleman who is secretly the captain of a rather ruthless band of were-rat pirates (think The Scarlet Pimpernel). Just one of those ideas written down in my DM's notebook during a campaign brainstorming session that I never got around to fleshing out or using...



I prefer weresharks. They jump overboard, shark out, swim over the other ship, go back to human form, sneak aboard and wreak havoc.

Weresharks never get enough page-time, IMO. In fact, any were-sea creatures could work just as well here.
Kilvan Posted - 19 Mar 2011 : 15:25:47
/steps into the light
/puts on Liam Neeson's voice

Release the Kraken!!!!
Wooly Rupert Posted - 19 Mar 2011 : 15:25:33
quote:
Originally posted by wintermute27

I've always liked the idea of a dandy nobleman who is secretly the captain of a rather ruthless band of were-rat pirates (think The Scarlet Pimpernel). Just one of those ideas written down in my DM's notebook during a campaign brainstorming session that I never got around to fleshing out or using...



I prefer weresharks. They jump overboard, shark out, swim over the other ship, go back to human form, sneak aboard and wreak havoc.
Bladewind Posted - 19 Mar 2011 : 14:46:18
I'll suggest a few classic (and not so classic) elements of pirate story that I think need to be tackled in a succesful pirate campaign.

The Ship
This one is major. Name the ship! The ship is as much of a character as any NPC is. Handout its exact layout, speed, carrying capacity, etc.

The Crew
A motley crew of NPC's is essential in sailing a larger ship, as I think your party (I assume 4 to 6 players) would not be able to handle all the meriad of tasks that are required for that by themselves. These typically include a captain (naturally), a first and second mate (sometimes called quartermaster), a boatswain (representative for the rowers and responsable for the rigging, sails and hull), a head archer or artillery mage (commandeering a contingent of archers or battlemages), a carpenter (for the wellbeing of the ship), a cook, a priest or surgeon (for all those saberwounds, rended limbs, ilnesses and other nasty things that a pirate can accrue during his work), a cooper (maker of barrels to store booty) and a musician (for entertainment on long and uneventful travels).

The Waters
The Sea of the Fallen Stars spans alot of climate zones, and describing the traits of the waters is a great way of showing where the pirates are travelling. The coldests waters likely form around the estuaries of the meltwater rivers of the Great Glacier, so the Dragon Reach and the Eastern Reach each should have very deep (600 meters) and cold (2 to 7 degrees Celsius) waters prone to formations of springtime mealstroms (when newly melted icewater is discharged in large quantities into the larger bays of the Sea of the Fallen Stars).

The main body of water in the Sea of the Fallen Stars is quite shallow for a sea (I think it is comparable to the Southern Caspian Seas average depth of 187 meters), making it subject to relativly fast temperature changes. The more eastern parts (the coasts of Thesk where the icecomet first impacted Fearun) may be very shallow (only 5 meters!) risking stranding larger vessels. The Pirates Isles also form a well placed barrier preventing waves from gaining enough energy to get great height so compared to the Sword Coast these waters are relatively calm.

The Southern Bays (The Dragon Coast, Bay of Chessenta, Alamber Sea) are likely to be dominated by deep cooler waters, ofset by sedimental flats at the end of river estuaries submerged in warmer waters. This area has the most trafic because of its relatively stable waterways. Obviously these are the hotspots for piracy. The only real problem are the seasonal storms that can scatter even the largerst seafaring vessels like dinky toys.

The Rivals
A major part of pirate tales revolves around a race against a certain rival ship and pirate company for a treasure or what not. The more outlandish the rival the better (for example redsailed kara-turan Atakebune crewed by ninja pirates helmed by the one-eyed ronin Isoroko Yamamoto or Zhakaran ramming biremes crewed by double rowed ogres led by a ruthless zhakaran drow captain Zalamiz Chylos )

The Booty
The main goods that are shipped acros the Sea of the Fallen Stars are the listed in FRCG and are as follows:
Copper, Iron, Slaves, Spices, Wood, Grains, Herbs, Fruits, Cheese, Gems, Gold, Glass and Cloth.
wintermute27 Posted - 19 Mar 2011 : 14:37:40
I've always liked the idea of a dandy nobleman who is secretly the captain of a rather ruthless band of were-rat pirates (think The Scarlet Pimpernel). Just one of those ideas written down in my DM's notebook during a campaign brainstorming session that I never got around to fleshing out or using...
The Sage Posted - 19 Mar 2011 : 10:44:22
quote:
Originally posted by Markustay

quote:
Originally posted by The Sage

I'd swing it another way and suggest that hangers-on of the Deepwater War sought refuge in the Sea of Fallen Stars. Now Cormyr is finding its shipping lanes plagued by sahuagin and other deep sea creatures looking to reclaim some lost glory from their failed campaign against the Sword Coast.

For intrigue, have one of the nobles of Cormyr assisting the sahuagin by supplying them with information about strategically important shipping lanes. Perhaps the noble is looking to isolate a region of the Forest Kingdom in the hopes of setting up his own semi-independent little fiefdom along the coast... foolishly believing that he can maintain command of the sahuagin as his army against incursions by either the Purple or Blue Dragons.

What the noble doesn't realise, however, is that the sahaugin are USING him for some unknown and sinister purpose!

I'm just not feeling Sahuagin in that role. Locathah, maybe, but Sahuagin don't seem like the type to bother making deals with anyone.

Perhaps a cult trying to bring back Iakhovas...

That works just as well.

I simply used sahuagin as a basis for the concept, because Erik mentioned he'd like to use them in his campaign, as he stated in his opening post.
Markustay Posted - 19 Mar 2011 : 08:36:01
quote:
Originally posted by The Sage

I'd swing it another way and suggest that hangers-on of the Deepwater War sought refuge in the Sea of Fallen Stars. Now Cormyr is finding its shipping lanes plagued by sahuagin and other deep sea creatures looking to reclaim some lost glory from their failed campaign against the Sword Coast.

For intrigue, have one of the nobles of Cormyr assisting the sahuagin by supplying them with information about strategically important shipping lanes. Perhaps the noble is looking to isolate a region of the Forest Kingdom in the hopes of setting up his own semi-independent little fiefdom along the coast... foolishly believing that he can maintain command of the sahuagin as his army against incursions by either the Purple or Blue Dragons.

What the noble doesn't realise, however, is that the sahaugin are USING him for some unknown and sinister purpose!

I'm just not feeling Sahuagin in that role. Locathah, maybe, but Sahuagin don't seem like the type to bother making deals with anyone.

Perhaps a cult trying to bring back Iakhovas...
Dalor Darden Posted - 19 Mar 2011 : 07:31:44
quote:
Originally posted by Erik Scott de Bie

Oh there is definitely intrigue, my friends. It's hardly clear if they truly serve Cormyr's interests, or someone else's--either instead, or as well. In fact, one of the PCs . . .

quote:
Originally posted by Dalor Darden

What rules set are you using?
3.5, with a little bit of Pathfinder/4e thrown in for style.

I also enjoy drawing on the old school sources--Brian's lending me his print copies of Cloak and Dagger and Sea of Fallen Stars, as I lack those myself. (Sounds like shopping in my near future!)

Cheers



If you are using 3.5/Pathfinder; the Ixinos Write-Up that Markus and I did, with heaps of help from others too, might have a few ideas in it you could use. Even if you don't want to use the island, the She Wolves mercenaries are a group that works against the pirates A LOT, and they are strictly canon. With the year being later, you could make the group anything you like as far as membership...

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