Nishant
2016-10-10, 11:53 PM
So my rather.... interesting game of work friends are slowly but surely progressing through the main arc of my campaign, and are going to be up against their first big bad in a few sessions, assuming they don't get distracted. The party is as such;
A CN valor bard
A NG Moon Druid
A CG Lore Bard
A TN Land Druid (Underdark)
And finally, A CE assassin rogue
The party has been looking for clues and leads to find the group of bandits who killed the Valor bard's family. After a few months, they reached a port town and heard of a 'pleasure boat' that has been recently docked, attracting wealthy folk and nobles. After a great gather information roll, the team has learned that the captain and some of the crew have questionable histories, and that the ship was also in the area when several raids and robberies occured, including the attack at the Valor Bard's town.
---
So, what I have so far is as such;
Taking some notes from SKT, I plan to make the crew of the pleasure boat cultists and worshipers of an ancient Kraken. The vessel serves several purposes;
.A casino on the main deck helps keep a front and raise coin from nobleman and traders alike. This also allows for connections to be established between the captain and said clients.
.A hidden level between the main deck and lower deck stows away black market goods, drug, and slaves for more unsavory types, dealing with unsavory guilds for information and alliances. The slaves are kept quiet by the captain's right hand, who repeatedly has calm emotions and charms placed on them. Some are made into sleeper agents by more powerful mages in the Order to be shipped off elsewhere.
The lower dock is fairly normal, with storage and oar ports to row the boat forward.
.The captain, and some of the crew, have received the 'Blessing of the Sea', making them similar to weresharks (Think the skinwalkers in pathfinder.)
So, what should I do to make this area memorable? I want it to leave hooks to the Kraken worship to pull back to it later if they decide to follow the trail, but I also don't want to be /too/ railroad-y. It should be noted that if they pursue it, they won't fight the Kraken for a /long/ time. They're only level four at the moment.
A CN valor bard
A NG Moon Druid
A CG Lore Bard
A TN Land Druid (Underdark)
And finally, A CE assassin rogue
The party has been looking for clues and leads to find the group of bandits who killed the Valor bard's family. After a few months, they reached a port town and heard of a 'pleasure boat' that has been recently docked, attracting wealthy folk and nobles. After a great gather information roll, the team has learned that the captain and some of the crew have questionable histories, and that the ship was also in the area when several raids and robberies occured, including the attack at the Valor Bard's town.
---
So, what I have so far is as such;
Taking some notes from SKT, I plan to make the crew of the pleasure boat cultists and worshipers of an ancient Kraken. The vessel serves several purposes;
.A casino on the main deck helps keep a front and raise coin from nobleman and traders alike. This also allows for connections to be established between the captain and said clients.
.A hidden level between the main deck and lower deck stows away black market goods, drug, and slaves for more unsavory types, dealing with unsavory guilds for information and alliances. The slaves are kept quiet by the captain's right hand, who repeatedly has calm emotions and charms placed on them. Some are made into sleeper agents by more powerful mages in the Order to be shipped off elsewhere.
The lower dock is fairly normal, with storage and oar ports to row the boat forward.
.The captain, and some of the crew, have received the 'Blessing of the Sea', making them similar to weresharks (Think the skinwalkers in pathfinder.)
So, what should I do to make this area memorable? I want it to leave hooks to the Kraken worship to pull back to it later if they decide to follow the trail, but I also don't want to be /too/ railroad-y. It should be noted that if they pursue it, they won't fight the Kraken for a /long/ time. They're only level four at the moment.