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2009-06-18, 07:39 AM (ISO 8601)
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- Jan 2006
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- Oxford, England
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What would lurk in a wreck like this?
Just canvassing for ideas here:
In my campaign there is a wrecked ship, possibly decades old, still stuck on some rocks where it ran aground and accessible from the beach. The PCs may be walking past it soon and I'm not sure what to put inside.
What do you think would lair within?
- Not pirates, since there are already pirates elsewhere.
- Likewise, no ghosts and incorporeal undead.
I'm running 4e D&D and looking at the EL 2-4 range, but I can work with any sort of idea you want to throw out there. Anything at all.I write a gaming blog. It also hosts my gaming downloads:
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Exalted Mass Combat Rules - Because the ones in the core book suck.
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2009-06-18, 07:56 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Unfriend Zone
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2009-06-18, 07:57 AM (ISO 8601)
- Join Date
- Jun 2009
Re: What would lurk in a wreck like this?
A Fiendish Dire Octopus.
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2009-06-18, 07:59 AM (ISO 8601)
- Join Date
- May 2007
Re: What would lurk in a wreck like this?
Fishmen of your choice. (sahaugin, kua-tua, whatever. That kind of thing.) Possibly also Worshippers of Dagon? A Fishmen Cult, supported perhaps by a local village of slightly ugly looking humans...
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2009-06-18, 08:09 AM (ISO 8601)
- Join Date
- Nov 2005
- Location
- Flawse Fell, Geordieland
Re: What would lurk in a wreck like this?
Sirens
Scrags
Merrows
Orcish wreckers
Sea-Lions (RAWR! *glub glub*)
Also, I salute your most excellent Lloooooooooyd Grooooooooossmaaaaaaaan impression.Last edited by bosssmiley; 2009-06-18 at 08:10 AM.
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2009-06-18, 08:10 AM (ISO 8601)
- Join Date
- Apr 2008
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Re: What would lurk in a wreck like this?
Originally Posted by Pharaoh's Fist
And a fishing village nearby that worships the Octopus as a god of the dark waters."What can change the nature of a man?"
__
Guybrush Threepwood avatar by Ceika
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2009-06-18, 08:12 AM (ISO 8601)
- Join Date
- Aug 2005
- Location
Re: What would lurk in a wreck like this?
No monsters. Instead the boat is posssed by the malevolent spirits of the sailors who mutinied and died on it. The boat itself tries to kill them
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2009-06-18, 08:13 AM (ISO 8601)
- Join Date
- Oct 2007
- Gender
Re: What would lurk in a wreck like this?
I second Tiki Snakes, cant ever have enough Love craft in a ship wreck,
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2009-06-18, 08:18 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- Newcastle, Australia
- Gender
Re: What would lurk in a wreck like this?
A mad prophet, who will speak the words of Truth for payment of a non salinated form of nourishment.
He shares his wreck with a assortment of crustaceans.
Possible ways for this: the Prophet is a crazy druid and the largest of the Crabs is his companion - he is indeed mad but his words do bring forth truth (how you take this is up to you, but I'd make it a small but obvious thing to occur at a later date as the party goes to a place or something happens.
If the party get violent (Hey they are Adventures, they do that kinda thing) you can let loose with Deranged Druid and his King crab)
or possibly have him instead as a Cleric of That Damm Crab and the shenanigans that it could entail, maybe a summoning forth a Avatar of the Crab or such)Last edited by Leon; 2009-06-18 at 08:19 AM.
Thankyou to NEOPhyte for the Techpriest Engiseer
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Current PC's
Ravia Del'Karro (Magos Biologis Errant)
Katarina (Ordo Malleus Interrogator)
Emberly (Fire Elemental former Chef)
Peril Planet
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2009-06-18, 09:23 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- New Orleans and abroad
- Gender
Re: What would lurk in a wreck like this?
Well here is an idea ripped from my 4e GM.
A powerfl sea nymph has fallen in love with a human. She can't leqve the water for long but he can't return to her undersea kingdom - mostly out of fear of her father. So the two fo them use the wrecked ship as their secret meeting place.
If the PCs go aboard they will find debris and discarded trinkets on the deck, an opulently decorated bedroom in the captain's quarters, and a number of trained guard creatures (raptors are what my GM used) that roam about the ship.I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.
You can grab it on Kindle or paperback.
Proud to GM two Warhammer Adventures:
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2009-06-18, 09:29 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Koth
- Gender
Re: What would lurk in a wreck like this?
Giant crabs.
Edit: Duh. A mimic posing as a treasure chest.Last edited by Tsotha-lanti; 2009-06-18 at 09:29 AM.
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2009-06-18, 09:37 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Victoria, BC
Re: What would lurk in a wreck like this?
It's just a regular boat, on a regular beach? Probably not too many fascinating things there. Possibly:
- Plants: Maybe a yellow musk creeper (MM2) or something like that refluffed as a sort of seaweed.
- Animals: Typical coastline creatures: Crabs (Stormwrack), barnacles (maybe use Piercer stats? Do piercers even exist anymore?), dire seagulls... whatever.
- Demihumans: Maybe someone washed up on the shore, or natives of the island wanted a little place of their own, so they converted the shipwreck into a sort of cottage. Nice little family of Polynesian-themed orcs, maybe?
Last edited by Blackjackg; 2009-06-18 at 09:38 AM.
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Generic Prestige Classes; Summon Monster Variant; Advanced Dodges and Dex Bonuses; Incantations to Raise the Dead
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2009-06-18, 09:44 AM (ISO 8601)
- Join Date
- Nov 2008
Re: What would lurk in a wreck like this?
Medium sharks.
Anthropomorphic medium shark warriors.
With an Anthropomorphic huge shark as the leader.
Whose name is Bruce.
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2009-06-18, 09:44 AM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Greece
- Gender
Re: What would lurk in a wreck like this?
If "The Witcher" taught me one thing, that is: Ghouls. Ghouls can lurk anywhere. But for a ruined ship I would actually stat out some Drowners...
Also:
Skeleton Pirates (hats and cutlasses - maybe even a skeleton with a peg leg)
GiantMudcrabs
A band of thieves
Adventurers
A Fiendish Parrot
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2009-06-18, 10:07 AM (ISO 8601)
- Join Date
- Aug 2008
Re: What would lurk in a wreck like this?
Kittens. They'll never see it coming.
Anyway: a ship that's been aground for decades is probably completely rotten and waterlogged. So only very lightweight creatures, if anything, could live in there. It might be better if there actually isn't anything living in there, and all the danger is environmental; as the PCs disturb the place, they fall through the softened wood, or shift warped beams so that it starts collapsing in on itself (more than it was), etc. But there should be something in there to justify the trek, of course. So the console RPG fan in me says:
As they walk through it they should hear a terrible howling coming from the bowels, and they have to move slowly and carefully through it less they collapse the ship in on itself. As they progress across the ship, they encounter crew manifests and little souvenirs, which show how happy the crew was before setting out.
Then journal entries (one or two sentences each, so as not to lose the players' attention spans), which gloss over what exactly the cargo was, because of superstition or thinking it's too horrible to talk about. And then some entries basically saying "O shi-". And, eventually, the monster, who turns out to be someone the PCs read about in the journals (a crew member or a passenger) but whose identity as a monster wasn't revealed (and it may not be immediately obvious that they were originally a monster; they may find out if they try to talk to it, or after the battle and searching the room they find its effects which fill in some of the gaps in the story they pieced together from the rest of the ship's contents).
It turns out the cargo was either actually this crew member all along, who is/was oblivious to the fact that he turns into a monster under some condition (a lycanthrope or something), or perhaps the cargo is an orb that transforms whoever touches it into a monster, something like that. And at some point, he rampaged and killed the crew (some of them might have managed to abandon ship; if the PCs for some reason decide NOT to explore, you can have one of them hanging out in a nearby village as old washed-up man drinking to forget, and pointing them towards the wreck incidentally; the PCs could retrieve one of the personal tokens for him maybe). And now the monster's in the brig, perhaps because the magic of the item binds him there, perhaps because he feels remorse for what he's done. But he's crazy now, what with having been alone for decades, or maybe he was evil all along, and after trying to trick the PCs into freeing him, he attacks.
Sorry if I'm being a little vague, hope some of this is inspiring. Maybe you can find a way to tie it into a PC's backstory; if any relatives are unaccounted for you can say they were on this boat, and left behind a family crest or something.
tl;dr--environmental hazards from exploring a rotten waterlogged boat + journal entries & personal mementos of the crew to build an atmosphere + a monster (with a tweeeest) at the end, which rampaged and is now confinedLast edited by Haven; 2009-06-18 at 10:15 AM.
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2009-06-18, 10:16 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Koth
- Gender
Re: What would lurk in a wreck like this?
Making the ship itself the danger (in a completely mundane way) is a great idea; environmental dangers or challenges are both cool and underused. Maybe throw in a few gold coins glinting underwater to lure the PCs in.
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2009-06-18, 10:17 AM (ISO 8601)
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- Aug 2008
- Gender
Re: What would lurk in a wreck like this?
Only one? Have the entire cargo hold filled with mimics posing as treasure chests and crates! Then have one of the treasure chests be real with some massively awesome items in it. Huge WBL breaker. Throw in some logs and whatnot elsewhere to let the players know the ship was being used by some wizard to transport something extremely valuable. The ship ran aground when the crew thought they'd start poking through some of the wizard's things.
For more fun, have one of the mimics in chest-form on the deck just to see what the players do when they kill it then walk into a room filled with chests.
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2009-06-18, 12:30 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- New Orleans and abroad
- Gender
Re: What would lurk in a wreck like this?
Wait, I've got it.
The ship contains some normal (though rotten) cargo, plus a chest with some nice treasure in it. No guardians, no traps, no hazards of any kind. Just free treasure.
Your PCs will go nuts trying to figure out what the "catch" is. The actual explanation is that a dragon turtle is known to hunt in the area, so even experienced salvagers wouldn't go out there after the treasure. The PCs just happened to get lucky and wander by on a day when the dragon turtle was elsewhere.
But they won't know that without a lot of asking around back at town - meanwhile it's just paranoia, paranoia, paranoia.I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.
You can grab it on Kindle or paperback.
Proud to GM two Warhammer Adventures:
Plays as Ulrich, Student of Law
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2009-06-18, 12:41 PM (ISO 8601)
- Join Date
- Apr 2008
Re: What would lurk in a wreck like this?
Lobstermen!
The party will soon learn that mocking Lobstermen is not a good idea.Remember how I was wishing for the peace of oblivion a minute ago?
Yeah. That hasn't exactly changed with more knowledge of the situation. -Security Chief Victor Jones, formerly of the UESC Marathon.
X-Com avatar by BRC. He's good folks.
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2009-06-18, 12:42 PM (ISO 8601)
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- Aug 2008
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Re: What would lurk in a wreck like this?
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2009-06-18, 12:44 PM (ISO 8601)
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- Jun 2009
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2009-06-18, 12:50 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Eastern NC
- Gender
Re: What would lurk in a wreck like this?
Not just crabs, but That Damn Crab. If you want to destroy your party utterly and completely, that is. And hey, it's "only" CR 3, so throw two of 'em at the party - that's only a ECL 5 encounter, right?
EDIT: Man, just realized it's 4E.Last edited by RTGoodman; 2009-06-18 at 03:26 PM.
The Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2009-06-18, 01:50 PM (ISO 8601)
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- Aug 2006
- Gender
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2009-06-18, 02:51 PM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Bremerton, WA
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2009-06-18, 03:03 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- NYC
- Gender
Re: What would lurk in a wreck like this?
SpoilerOotS Fan-fiction (An alternate OotS-verse starting after page 603. If you want to read it go here)
bad Erf-poetry
and other sillyness.
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2009-06-18, 03:07 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: What would lurk in a wreck like this?
1. Flying jellyfish
2. A dragon
3. A giant three-eyed monster that shoots arms out of its gut
4. A massive disembodied brainLast edited by Mando Knight; 2009-06-18 at 03:07 PM.
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2009-06-18, 03:15 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Broken Damaged Worthless
Re: What would lurk in a wreck like this?
A Metroid. Why? Well, they seem to live pretty much everywhere, so I figure a shipwreck isn't too far off for them in the future.
In real advice, anything aquatic. Sea lions, anguilians, merfolk, sahaugin, aquatic elves, whatever really.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2009-06-18, 03:39 PM (ISO 8601)
- Join Date
- Jan 2008
Re: What would lurk in a wreck like this?
I heartily recommend Kuo-Toa, especially if you have MM5. The whole "racial psychosis" thing leads to great RP, combined with their unusual combat styles (sticky shields, chain harpoons, pincer staffs) to make things tactically interesting. Excellent fluff and excellent crunch? Oh hells yeah!
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2009-06-18, 03:41 PM (ISO 8601)
- Join Date
- Mar 2008
Re: What would lurk in a wreck like this?
Wait...are they Killkittens?!?
- M
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2009-06-18, 03:45 PM (ISO 8601)
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- Jun 2007
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- Under the Iron Gauntlet
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Re: What would lurk in a wreck like this?
From the top of page 119 in the 3.5 Monster Manual:
Lacedon: These cousins of the ghoul have the aquatic subtype. They lurk near reefs or other places where ships are likely to meet their end. They have a base land speed of 30 ft and a swim speed of 30 feet and are only found in aquatic environments.
Throw in a Lacedon Ghast with character levels, preferably Bard toward Dread Pirate, and you're there.Half-Orc Scout by Magioth
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