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AlanBruce
2014-06-15, 02:07 PM
Greetings! I'm running a 3.5 Greyhawk setting campaign and we recently had a player join.

He's a human cleric 11, follower of Phaulkon. As such, he has taken to archery. The rest of the party is made up of arcanists, ranging between ECL 11-13, with the exception of a cleric/druid, but his spell list, although expansive, is limited to 4ths and 3rds.

The Phaulkonite (is that the term?) Has met the party in an island and is currently assisting them in a beach battle against smuggler pirates. However, chances are that once this is over, he will ask them to sail back to the island where he was. This is a sea faring arc, and the whole setting is divided by small islands along a vast stretch of ocean.

Below is the cleric's intro and possible plot hook (hopefully not too obvious).

St. Rochim's Isle, or the Isle of Blessed St. Rochim, for, if the legends are to be believed, good St. Maurice Rochim set out to 'bring forth the light of the Brawler' to the Ossian Way, a maritime route not exactly known for being the friendliest. Yet, good St. Maurice sent out with a dedicated vision- and several thousands in gold from sponsors- and set sail from Halmathan, City of Power to this small uncharted patch of land in the middle of nowhere over a century ago.

St. Rochim was never heard of again and, as the years went by, his closest kin were flooded with debts carried over generations. After all, this is money that had to be returned- by any means necessary.

Enter noble Sir Reginald Folsey III. Staunch protector of the weak, righteous paladin of the Valorous and, by the hands of fate, late descendant thrice removed to St. Rochim.

Sir Folsey swore an oath to clean his ancestor's good name. To bring back the money indebted, and his words rang true with Paeris Alfalen, favored soul of Aerdrie Fenya, who signed the oath, swore with lord Folsey and, together, set sail to recover the saint's lost artifacts and bring back money, fame, and restored reputation.

That was sixty years ago.

It would be Rothen, who had made good connections with the elves worshipping the Lady of Air, who asked on their behalf that you find out the whereabouts of Paeris Alfalen.

Chartering a small trading vessel, you left Suel lands and sailed upon the Sea of Storms until you reached the Ossian Way. It wasn't exactly a danger free voyage- lowly pirates attempted twice during your travels to extort a 'fee' to sail through their seas.

Sometimes, negotiations were simple enough- a crate of old rum and off you go. Other times...a few arrows had to send a message, but all in all, the ship left you at the stone steps to Fort Albarza, built, if Paeris' tales are true, by St. Rochim's expedition.

The fort is old, over a hundred years to be precise. And it still has old cannons hoisted on top, which don't really work. Nature has claimed most of Fort Albarza and more than once have you had to shoo nesting birds from the barracks and your bed.

Lord Folsey and Paeris are there as well. And Paeris was overjoyed to know that you came in the name of the Queen of the Avariel.

Lord Folsey, tall and gaunt and with a droopy white mustache was adamant at first, believing you to be an illusion. In fact, if it were not for Paeris, Lord Folsey III would believe the entire island to be one big illusion. And as for you, it was difficult to understand at first why he'd believe that. In fact, your initial reaction was completely warranted against both, until you came to accept and understand.

Lord Folsey and Paeris are dead. And have been so for who knows how long. All that remains of these two are their spirits. Paeris is well aware of his nature as a ghost and would like nothing more than to find out how he and Lord Folsey passed on so that they may retire to their divine realms.

Lord Folsey is an entirely different matter. A good man, the ghostly paladin is cursed to forever forget every single day what happened the day prior, something that drives Paeris mad as he records everything in a ledger- having mastered the art to manipulate physical objects, and puts his friend up to speed every morning, when Lord Folsey awakens...or believes he has.

So far, the only clue as to where Lord Folsey and Paeris may find closure to their untimely demise lies deep inland, in St. Rochim's Abbey. The old temple has been overrun by nature and, although you have a keen eyesight granted by the Falcon, shadows always seem to move about the impressive stone building, now home to a myriad of birds.

If St. Rochim's artifacts are in there, probably Paeris and Folsey's remains are as well and the curse will be lifted if they are recovered. And if that is the case, hopefully you can find a way back to Suel.

The party is fairly well optimized, with a human paragon/cleric/druid, drow pal/wiz/abj. champion, grey elf conjurer, pixie bard/LT, and a merfolk sor/IotSFV.

This island isn't very big, but it's lush with tropical jungles inland, where the abbey lies covered by trees. I was thinking of an idea ripped off the movie Congo- feral blood apes (MM2), that prowl the outside of the abbey, hidden amongs th trees. Perhaps a trap or two.

But the kicker is the abbey itself. My initial idea was that the "saint" was not a saint at all. The stories over time have muddled true history. He was a con man, an evil priest, who used his silver tongue to get donations and set out to consecrate the islands. Currently, I have this saint as an Eye of Fear and Flame (BoVD) with a few cleric levels and debating wheteher to give him Cancer Mage or Thrall of Orcus (or both, if possible), plus his expedition, which would be undead as well.

But this is just a rough draft, a disposable idea if a much better one comes around. The ghosts cannot enter the abbey, that much is a given. Whatever killed and cursed them, prevents their ghostly bodies from entering the abbey, thus, keeping them cursed as they cannot solve the mystery of their deaths.

Apart from the backstory and the ghost stipulation, any ideas of what could the party find inside (and outside) would be most welcome.

Thank you in advance.

Lightlawbliss
2014-06-15, 05:03 PM
Well, some cavern(s) or dungeon(s) (possibly flooded) might make a nice nice place to hide something. Oh, and don't forget to put them some place lead lined: want to block the easy ways to find stuff.

The "The island is not actually an island" idea is a fantasy classic.