Togath
2017-05-14, 09:42 PM
So I've been working on starting a campaign for my usual group of players, which starts with them seeking out a treasure of a legendary pirate said to be hidden on a nearby island... but that can only be reached at the height of a massive(and cursed) storm that only hits once a decade, after sailing past an assortment of dangerous barely submerged rock formations.
So far, the plan is for the lightning and winds of the storm, along with it's strange magic, to unveil a doorway the party can use a key obtained earlier to open, and then delve in to the legendary captain Darce's treasure cache, a dungeon built in to a small island/mountain with technology potentially powered by the storm.
Along the odd things the storm causes are an influx of undead(mostly described as misty ghost-ish and fleshy draugr-type stuff so far) as well as some other creatures. Comozant Wyrds(aka Saint Elmo's Fire but a critter), elementals, chonchons and sea creatures are all some stuff I'd considered.
Level is 3, and at least two pcs can breath underwater, and the party is likely to have at least a potion or two of lesser restoration.
So... anyone have some fun thoughts for interesting encounters I could through at the party? Whether puzzles, traps, or monsters. I feel like wind and lightning powered machinery might be fun, but I'm struggling a little to figure out how to use it(plus using Saint Elmo's Fire or the above mentioned creature based on it seems like it could add a spooky mystical element).
Encounters so far for this arc have been; save a humanoid crab person who lives in the village from setting-specific seabirds that spit a weak poison, encounter what appears to be a shipwreck survivor while n a rowboat, only to find out it's a draugr, and possibly land on the island only to be harassed by chonchons soon after.
Environment wise, the trip there was been wet(both from the wind tossed waves, and from the sheets of rain), and I like the idea of some water having leaked in to the dungeon over the decades. It'll also be nighttime by the time the party reach the dungeon.
Rules-wise, I'm using anything pathfinder by Paizo, Alluria Publishing's bestiaries(Beasts of the Boundless Blue being the main book), and Sphere's of Power(not that that seems super likely to pop up here). I've also homebrewed a handful of things(like the poison gulls) and am willing to figure out the specific mechanics if I can come up with neat concepts. Adapting from 3.5 dnd might open some options too.
So far, the plan is for the lightning and winds of the storm, along with it's strange magic, to unveil a doorway the party can use a key obtained earlier to open, and then delve in to the legendary captain Darce's treasure cache, a dungeon built in to a small island/mountain with technology potentially powered by the storm.
Along the odd things the storm causes are an influx of undead(mostly described as misty ghost-ish and fleshy draugr-type stuff so far) as well as some other creatures. Comozant Wyrds(aka Saint Elmo's Fire but a critter), elementals, chonchons and sea creatures are all some stuff I'd considered.
Level is 3, and at least two pcs can breath underwater, and the party is likely to have at least a potion or two of lesser restoration.
So... anyone have some fun thoughts for interesting encounters I could through at the party? Whether puzzles, traps, or monsters. I feel like wind and lightning powered machinery might be fun, but I'm struggling a little to figure out how to use it(plus using Saint Elmo's Fire or the above mentioned creature based on it seems like it could add a spooky mystical element).
Encounters so far for this arc have been; save a humanoid crab person who lives in the village from setting-specific seabirds that spit a weak poison, encounter what appears to be a shipwreck survivor while n a rowboat, only to find out it's a draugr, and possibly land on the island only to be harassed by chonchons soon after.
Environment wise, the trip there was been wet(both from the wind tossed waves, and from the sheets of rain), and I like the idea of some water having leaked in to the dungeon over the decades. It'll also be nighttime by the time the party reach the dungeon.
Rules-wise, I'm using anything pathfinder by Paizo, Alluria Publishing's bestiaries(Beasts of the Boundless Blue being the main book), and Sphere's of Power(not that that seems super likely to pop up here). I've also homebrewed a handful of things(like the poison gulls) and am willing to figure out the specific mechanics if I can come up with neat concepts. Adapting from 3.5 dnd might open some options too.