| Post/Author/DateTime | Post |
|---|---|
| Ilthorin07-24-06, 11:39 PM | Okay, essentially what I am looking for are some location ideas for a cult's hideout. Here is the long version... The party consists of Human Knight 3rd level Human Monk 3rd Dwarven Cleric of Clangeddan 3rd Elven Scout 4th Human Mage 3rd The party is about to find an ancient text. Half of the book functions as a book of infinite spells . The other half is sealed but contains information on rites and rituals that can bring a destroyed lich back to life. Which is why the cult wants it. The cult is an organization devoted to the Lich Nim Dul the necromancer who was destroyed by a group of mages he betrayed a few centuries ago. The cult is led by a group of 3 "hopefully" reoccurring villains which the party is about to encounter for the first time. Human 2nd level Necromancer/2nd Cleric of Velsharoon Tiefling Warlock 4th Damphir Duskblade 4th The generic cultists are primarily ninjas from the complete adventurer of 2nd to 4th level. The adventure is based out of a coastal town of medium size in a tropical location near some mountains and rock hills. Once the cultists steal the book from the pcs they will retreat to their hideout to open the sealed portion of the book. The party is going to want to get the book back for a few different reasons so I am planning on having them assault the cults hideout. So far they have spent their first three levels in a catacombs and the cities sewers so i would like to get away from that. Any ideas would be appreciated :) |
| Quaoar07-24-06, 11:55 PM | Well, if I was in your shoes. I'd make one of the cultists, probably the human, a minor noble of some stripe. I'd give him a large mansion on the outskirts of town, which he and his cronies are using as their base of operations. This would require the PCs to prove the cult's villainy to local law enforcement, sneak in, or assault the place and live with the legal repercussions. |
| Empress_of_Death07-24-06, 11:59 PM | How about the Jungles of Chult, that is if you are playing in Faerun. It is a great place to hide and there are tons of monsters that your PCs could come across in some random encounters. I just finished an adventure there where my PCs fought a cult with a lich and an incarnation of the cult's deity. If you have access to the new MMIV there are some great new undead you could throw their way. |
| Empress_of_Death07-25-06, 12:08 AM | How about the Jungles of Chult, that is if you are playing in Faerun. It is a great place to hide and there are tons of monsters that your PCs could come across in some random encounters. I just finished an adventure there where my PCs fought a cult with a lich and an incarnation of the cult's deity. If you have access to the new MMIV there are some great new undead you could throw their way. |
| Ilthorin07-25-06, 12:10 AM | hmmm...that's not bad... i could tie in an aristocrat of some sort that is a member of the cult. but how would I have the pcs prove his involvement...? lol, yes the campaign is in FR. and actually is taking place on the island of Nimbral to the south of Chult. I was planning on the party having to travel there a little later on. Once the cult unseals the book they will need to collect some items from an old lighthouse and then journey to chult to where the necromancer was slain. The party will be trying to stop them along the way. But before all that the party needs to steal the book back so that they can figure out what the cult is upto. |
| Empress_of_Death07-25-06, 12:18 AM | How about the Jungles of Chult. I just finished an adventure where my PCs went to a pyramid in the jungle to fight a cult and the cult's incarnation of the deity they pray to. There are plenty of random encounters you could throw their way with all the creatures that are in the jungle. On the other hand you could have the cult hiding in the Ice Rim mtns. way North completely opposite of the climate the PCs are used to. Check out the Campaign Setting for Faerun to give you some more ideas for likely hideouts. ;) |
| Stumm_Dolch07-25-06, 12:24 AM | I've been designing a Hideout that has a main entrance on a coastal cliffside. Only durring lowest tide can the entrance be spotted and even then it appears only as a small concave formation. The entrance is (obviously) below the waterline and you have to trust the surge of a wave to jet you through a smooth 8' round tunnel that spits you out into a vault within the cliff. One rough landing later and you are inside a hidden cave system used long ago by [insert prefered NPC organization here] who's influence has not been felt in this area for some time. Some of the passageways lead back to higher up on the cliffside and out to vantage points that are hard to detect even with dwarven eyes. A deeper passage still leads to a keyed portal who's exit is the scarred surface of a long dead great-oak slightly inland from the shore. |
| Empress_of_Death07-25-06, 02:34 AM | oops! I thought that I deleted my reply and retyped it only to find I responded a hundred times. Anyway I thought of something else you could try. The Anauroch Desert could be a really exciting place for your PCs to find this cult they are looking for. I believe that would be a big change from stomping around in the sewers. Plus when they are high enough level you could add a dry lich from the sandstorm book. They are a cr 15 and nasty!! :eek: |
| Myst_the_Moonscout07-25-06, 03:20 AM | How about a ship? Or maybe a ghost ship if we're dealing with necromancers. That would pose some difficulties for the PC's as it would constantly be in motion and rumours behind the vessel could help to deter the common folk from messing with it and discovering the cult. Perhaps the PC's learn that sightings of this ship co-incide with unusual activity caused by the cult or with other strange phenomena. There could be several mini-bases in coastal towns or along the coastline to provide spots to make port and exchange crew. Another might be a tropical island of sorts, a tiny one that isn't known to be inhabited. The island has no port so the ninja cultists get to and from it by stowing away aboard other ships that are heading in that general direction so as not to draw attention. Okay, a little overboard but it's getting late and my imagination goes a little wonky. I like the idea of the ghost ship though. |
| Ilthorin07-25-06, 04:38 PM | Hey all, These ideas are great! Keep them coming. I especially like the tree portal idea and the remote island. And the ghost ship is deffinetly intriguing. I might go with that for the cults primary base later on.... All these ideas have helped me solidify which direction to take. I figure the party will be give chase almost immediatly after the book is stolen..in which case I can have the cultists fleeing to the ship but get cut off due to an attack by a third party upon the town. who also happen to be after the book. Currently the party is battling the minions of the third party (bullywugs) in the sewers. They are unaware of the book at this point and have just been asked to clear out the bullywugs from the sewers. Once they find the book the cultists will attempt to steal it. I think once they do the bullywugs will attack the town with the help of a titanic toad unintentionally cutting the cultists off from their ship. This will force the cultists to flee inland...with the pcs in hot pursuit.. hopefully. So..where should the cultists be fleeing too? A hidout? Another rondevue point with the ship? ideas? |
| SPEAR907-26-06, 07:25 PM | If there are islands off the coast,the cult's lair could be there.Possibly underground.The ship is a great idea.How about a pirate ship that ran aground some time ago?Hope this helps. |
| terrainmonkey07-26-06, 09:26 PM | hey, heres a map that may help out. i designed this a few months ago. it may help out for your evil bad guy hideout. http://i46.photobucket.com/albums/f127/terrainmonkey/gozzydung.jpg hope this helps |
| Wyrmul07-26-06, 09:46 PM | If you want to have the main villains reoccoring, then focus on the lairs. If you have a costal lair, give the villain a potion of waterbreathing and a surf carved hole that dropps into an underground pond that leads to the ocean. Always insure the villain has an escape, the more unusual the better. With an aristocratic villain, play up the Dr Doom angle. Have him use his influence and power to protect himselves from the PCs. If they try to confront him in public, have the town guards come. And have him be exxedingly gracious, declining to press charges as a sign of his magnanomy. Why would someone be worshipping in this cult? What do they get out of it? Could it overall benifit the community making the villains of the peice moderate heros in the eyes of the people. There is a reason Hamas won the last Palistinian election, they provide food, clean water, cloathing, find jobs, as well as engaging in terrorism. |