Byrons_Ghost
First Post
Hmm, pirate-type ideas...
We've already covered the obvious "capture the skull from a ship" angle. Other possible locations for the skull are the Spanish fort (or perhaps a mission where the priests are keeping it safe), buried as part of a pirate's treasure (preferably in a cursed swamp full of zombies), or in a sunken ship (possibly also with zombies, or perhaps one big underwater nasty).
Another idea for the assault on the Spanish fort: it could be built on the site of the vampire's old village, which is the "home soil" she needs to sleep in during the day. So, a precisely-timed dawn raid would go past the changing guards and after the vampire who's (presumably) just gone to sleep.
As for the rest of the campaign direction, I suggest a race for the skulls. The vampire wants the admiral to assemble them so that he can do the ritual to destroy them, freeing the lords. Meanwhile, the PCs are trying to get them for someone who wants to "lull" the skulls back into sleep. Introduce some sort of secret society or wizardly-type NPC that can fill the PCs in on the background. It could be a voodoo cult, the last Mayan sorcerer, a secret Jesuit cell, whatever.
Possibly, this group could be instrumental in rescuing the PCs from their desert isle- perhaps they were following them in the hopes of recovering the skull, but the admiral got there first. This gives the PCs the opportunity to get the background of the campaign, and they'll naturally want to go after the admiral already because of what he's done to them. And not everyone in the group might be all that interested in in working with the society; some of the shadier types might be willing to entertain better offers from the admiral or the vampire...
As an aside, just in case it hasn't been said before: anyone who's planning running S&B needs to get a copy of Tim Powers' novel On Stranger Tides. Unfortunately, it's out of print. Hopefully the new popularity of pirates will warrant another edition.
We've already covered the obvious "capture the skull from a ship" angle. Other possible locations for the skull are the Spanish fort (or perhaps a mission where the priests are keeping it safe), buried as part of a pirate's treasure (preferably in a cursed swamp full of zombies), or in a sunken ship (possibly also with zombies, or perhaps one big underwater nasty).
Another idea for the assault on the Spanish fort: it could be built on the site of the vampire's old village, which is the "home soil" she needs to sleep in during the day. So, a precisely-timed dawn raid would go past the changing guards and after the vampire who's (presumably) just gone to sleep.
As for the rest of the campaign direction, I suggest a race for the skulls. The vampire wants the admiral to assemble them so that he can do the ritual to destroy them, freeing the lords. Meanwhile, the PCs are trying to get them for someone who wants to "lull" the skulls back into sleep. Introduce some sort of secret society or wizardly-type NPC that can fill the PCs in on the background. It could be a voodoo cult, the last Mayan sorcerer, a secret Jesuit cell, whatever.
Possibly, this group could be instrumental in rescuing the PCs from their desert isle- perhaps they were following them in the hopes of recovering the skull, but the admiral got there first. This gives the PCs the opportunity to get the background of the campaign, and they'll naturally want to go after the admiral already because of what he's done to them. And not everyone in the group might be all that interested in in working with the society; some of the shadier types might be willing to entertain better offers from the admiral or the vampire...
As an aside, just in case it hasn't been said before: anyone who's planning running S&B needs to get a copy of Tim Powers' novel On Stranger Tides. Unfortunately, it's out of print. Hopefully the new popularity of pirates will warrant another edition.