| Post/Author/DateTime | Post |
|---|---|
| GoriceXII02-06-08, 03:51 PM | I'm developing an island nation that is going to be the location of the pcs' main foes. The pcs have expressed their desire to ultimately conquer and cleanse these islands, and so I am working on some details. The main idea is that they are meant to be a medieval celtic culture, sort of a mixture of ideas including the Formorians of Irish legend updated. They are mainly hooked on gathering raw power, believing they can intimidate other nations of similar culture into accepting their overlord as High King, or at least conquer a lot of territory. They principally worship Dagon. What I'd like are some features of the island and some ideas on what their fleet will consist of, what some main defenses might be. What I've thought of so far are: - a sahuagin lair (allies because of Dagon) - some kind of powerful magic that prevents enemy fleets from easily approaching the main harbour - Drowned Ones and sea-ghouls as part of their army However because my pcs will probably be 11-12th level by the time they get there I'd like to have some idea of more big gun defenses and opponents, and also possible magical treasures, both evil and possibly good. |
| Eldritch_Lord02-06-08, 05:44 PM | I'd suggest some items of elemental swarm; per-day, or charged if you don't want your PCs to get them. When you first see an enemy fleet coming in, you'd cast elemental swarm (air) for scouts and to handle enemy air support, then elemental swarm (water) for screwing with ships and handling enemy underwater support, then elemental swarm (earth) for "last resort" troops and protecting against landing parties or teleportation. Other than that, there are tons of good spells you could use for defense. Forbiddance (http://www.d20srd.org/srd/spells/forbiddance.htm) would prevent planar travel and damages any non-evil creatures entering it. Walls of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm) block incorporeal creatures and can't be bypassed by anything but disintegrate. Control Water (http://www.d20srd.org/srd/spells/controlWater.htm) messes with ships and leaves swimming enemies high and dry. And that's only in Core. Glyphs of warding, guards and wards, and other traps are great surprises for land-bound enemies, and some chromatic dragons could take care of the rest. Hope that helps! |
| taradusis02-07-08, 11:06 PM | I reccomend reading the Mabinogion,as translated by gwyn jones. The old 2 Ed greenbook the celts might come in handy as well.For flavor include a Banshee. Consider also the Fachan,a race of ogres with one eye,one arm,one leg,one finger,Etc. They move by hopping and use a morningstar or heavy flail?How about a giant spiral wall that surrounds the island and can be raised and lowered. An enemy ship entering or leaving has to sail around and around the island,but friendly ships can sail right out once the wall is lowered? A permanent fog bank could be interesting as well. |
| Orchomenos02-08-08, 02:50 PM | Have a large iceberg floating around the island. This iceberg is inhabited by a white dragon and some goblins and derros followers. The goblins and derros keep on struggling for power, which deeply amuse the dragon. The derros are usually stronger (their leader is a sorcerer), but they have to remain in the iceberg dept during daytime. In addition, one of the dragon's offspring, an half-dragon polar bear, is leaving on top of the iceberg. You could also use a Hag Covent with their pet (Fiendish) Elasmosaurus. The hags usually create a large bank of fog to hide the Elasmosaurus, and the survivors only see the creature's neck, spreading legends of Sea Serpents... |
| GoriceXII02-09-08, 01:50 AM | I like the fog bank idea very much, perhaps compounded with a labyrinth of dangerous rocks and shoals? The elemental swarm ideas are really cool--I would probably have them built up with rumors to the effect that the very seas in the area are under the control of the Lord of the Isles. I'll try to track down a copy of the 2nd Ed. Celts, good idea. And re-read the Mabinogion, it's been years. Celtic ghosts are particularly creepy, so I'll keep them in mind. Taradusis how would this moveable wall work exactly? What kind of convent of hags did you have in mind? Greenhags perhaps? |
| taradusis02-09-08, 10:01 AM | On my random aquatic notes thread I have an iceberg island with ice hag notes and some ice based ecology creatures? Kind of sketchy but worth a look. Island #126,post 239,page 8,island of the ice hags,Firna Morth.I origanally pictured the spiral wall as the remains of a gargantuan sea snail that a powerful wizard enchanted to raise and lower with either a command phrase"Open sesame" or by pulling a rusty lever. I hadn't decided whether I wanted an arabian nights feel of the command phrase(which the Pcs could learn thru observation)or a more "Barsoomian" feel of the Pcs having to deal with a guardhouse and a rusty lever? But magic is what makes the wall raise and a lower as a plot device. In celtic mythology the struggle between the firbolgs and fomorians was similar to the greek gods battling the titans. Perhaps this should be showcased in an side quest? Imagine a good giantess based off buffy the vampire slayer,20 feet tall,slender for a giant,carries a maul of the titans,bashes people for being evil or looking up her tunic. I used this as an npc called Hothia. |
| GoriceXII02-10-08, 04:55 PM | Hmmmmmmmmmmmmmmmmmmmm!!!! I love the seashell idea, that's utterly brilliant! If anyone (including you) has some crunch ideas for how it works that would be great! I also like the idea of bringing up the Firbolg vs. Formorian conflict, except perhaps what I might do is have some Firbolgs say trapped in some form or other that the pcs are able to release, while the Formorians meanwhile are allies of the enemy. |
| taradusis02-15-08, 06:45 PM | First you would need to know the circumference of the island. If it was 100 miles in circumference and the spiral shell circles the island 6 times that would mean a spiral of about 610 miles? Once the pursuit is organised the wall drops the Pcs are still within 6 miles of the island? Provided the sides of the spiral are one mile apart. Does this help? |
| taradusis02-24-08, 09:42 AM | How about a magic horn that when blown allows you to summon Drowned Ones. Having the sea give up her dead is a good visual. |
| GoriceXII02-27-08, 09:52 AM | Hi sorry--been ill. Yes, that's a helpful idea for the range of the shell... I like the horn that summons drowned ones very much. Makes me want to trick pcs into blowing it! |
| taradusis03-01-08, 10:48 PM | You probably won't have to try very hard. My group was constantly monkeying with stuff,made me afraid to use a deck of many things,the one where the more cards you pull the more likely you are get "whammied". |