Lhazaar Principalities Campaign – Ideas or suggestions… [Archive] - Wizards Community

Post/Author/DateTimePost
n_white1986

10-19-05, 01:41 PM
I decidedly am running a 5th level campaign in the Lhazaar Principalities, and all my players are evil wannabe pirates. Any adventure ideas? Suggestions?

Thx, Nick White :)
DragonWatcher

10-19-05, 02:31 PM
I'd love to help out with this one. I've been interested in running a game in the Lhazaar Principalities for some time, though I would like to get some additional information.

- What race/class combos are your going to have in your group?

- Will the group begin with their own ship, or will they be crew aboard someone elses ship?

- Are you restricting alignments at all?

- Do you want the game to be heroic, or are you going for a darker feel?

- Do you want to stay in the NE of Khorvaire, or do you want the group to travel far and wide?

Please give any other details that you want to be sure to include, and I'm sure that there are people here who would be more than happy to help.
n_white1986

10-19-05, 02:56 PM
My players are:
NE 3 Wizard/ 2 Rogue Changeling “Fang”
CE 2 Fighter/ 3 Rogue Jarren “Achim Quillan,” better known as “Dagger”
LE 5 Artificer Vashar “Kaynus Kassius” better known as “Kain”
CE 4 Anti-paladin/1 Sorcerer Human “Brutus”

Two of my friends are modeling their characters from Shakespeare's "Julius Cesar."

They don't have their own ship, although their ambition is growing. Right now their an underling of Prince Mika, adjoin a ship in the Cloudreavers, I named the "reaper" (How Original)

I'm going for a darker feel, considering half the players are confused anti-heroes. For now, I plan on staying in Lhazzar. I'd like to entwine them in a web of intrigue and deceit. So you could say I'm going for an intrigue/mystery plot theme. I’d like to avoid any kind of power struggle between Ryger and Mika over the Principalities, but if it ultimately came to that it could be very interesting.
Siran Dunmorgan

10-19-05, 03:13 PM
I'm parsing your description of your players to say that they are pirates who want to be evil—as opposed to players who are currently something undescribed, but who want to be evil pirates.

One idea for which I put together notes and sketches[1], but never developed because it was playing out too much like "Whispers of the Vampire's Blade" had an encounter sequence roughly as follows:

• The party is ashore at some port in the northern principalities, and find themselves offered service on behalf of the Prince. His coffers are low, and it's time for another round of "customs patrols."

• The party runs down and collects "customs" from at least one ship, to show them how things are supposed to work.

• The next run-in is with a Karrnathi frigate on anti-piracy patrol. This encounter intentionally goes bad, to support the rest of the sequence. In particular, one of the Karrnathi midshipmen is killed in the encounter. Generally speaking, the party and their ship should survive this encounter.

• Free time. At this point, I put together a list of incidental things for the party to do: run down another merchant or two, get into a brawl ashore, have a brush with a House Thuranni agent after a target near the party, basically give them a chance to roam around and not feel 'railroaded' to the next encounter.

• While ashore, the party is arrested by men of the local Prince. A complaint of murder has been lodged against them by a Karrnathi noble, and the prince is taking it seriously in light of the Karrnathi expeditionary force in his waters.

• The trial is basically a show piece. The murder was of the midshipman mentioned earlier, the only child of the Karrnathi commodore bringing the charge. The party will be allowed to raise a defense—they were, technically, acting within the law, and the midshipman's death a regrettable accident. All the party has to do is think clearly and they should be cleared. In my writeup of this I also threw in the distraction of a House Thuranni vs. Dreaming Dark operation in the night before the trial.

• With the charge dismissed, the Karrnathi commodore swears a terrible vengeance. The party is more or less ambushed by his task force the next time they put to sea, but various seaborne issues—such as the timely intervention of the Gray Tide—put an end to the encounter. This encounter plays out as a sea battle of epic proportions, with the commodore apparently definitively defeated in the end.

• Free time. Again, the party is free to roam around for a bit and stretch their legs, looking for the next adventure hook. During this period, an attentive party might hear that the commodore made it back to Karrnath.

• With the party out on the open sea, possibly on their next adventure, a battered-looking Karrnathi cruiser hoves into view. A few minutes with the spyglass reveals two things: the commodore stands on the command deck, and the crew consists of Karrnathi skeletons. Now, the epic final battle truly begins. Note that Karrnathi skeletons are nearly the perfect ship's crew: they have no morale issues, they are perfectly obedient, and they require no provisioning. Space that would be given over to provisions and bunks can instead be given to weapons and marines, waiting for the order to board. The only thing that prevents them from replacing living sailors in regular Karrnathi service are the superstitions about ghost ships crewed by the dead. And the commander of this ship is set on vengeance.

—Siran Dunmorgan

[1] Gurv, if you're reading this, this was the idea I was going to develop for your players. I apologize for not getting back to you on it.