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<blockquote data-quote="l0lzero" data-source="post: 6897003" data-attributes="member: 6855137"><p>So, something you said caught my attention; "seafaring folk, along with some creatures they may keep with them and use." It gave me an idea; the seafaring folk are a group of cultists turned pirate, and the creatures they "keep with them and use" are Sahuagin, and they have an idol that they believe lets them control the sahuagin, and throw in a mythos style bend to the story. They're not just pirates, they have some casters with them, and they're not just taking plunder and leaving, they're taking captives for sacrifice (women, children).</p><p></p><p>It gives you some pretty good shock troops to work with, some tougher commander type characters, and you can sprinkle groups with casters to throw surprises out at the party ("You're fighting with this group of cultists when all of a sudden I need dex saves from you as one of them casts burning hands! What are your results?"). If your group is around levels 4-8, then regular sahuagin would be effective, some thugs/veterans for the pirates, and the random casters as mages, if they're 9-13 then fluff sahuagin barons as regular sahuagin, maybe gladiators for pirates, and throw an archmages in as a caster every once in a while (since they're up there in CR). Or, obviously, whatever you want, it's your game.</p><p></p><p>For the king of the hill style destination objectives, they could be burning down a temple with villagers holed up inside, they have a number of villagers being loaded onto boats (that the cultists are also trying to steal) at the docks, there's a pitched battle between the guards and the sahuagin led by the cultists and the guards are losing ground, a group of mercenaries have abandoned their merchant employers and are defending a shop filled with commoners and merchants in the town's marketplace facing overwhelming odds. Then of course there's the whole hostage angle as well, where an important and well-liked official has been kidnapped while the party was dealing with another objective, and the cultists are attempting to make their escape. Lots of opportunity during traveling to have little groups of enemies pop out (if 9+ use 4-8 creatures for the groups, if 4-8 then use guards for pirates, regular sahuagin, and cultists for casters).</p><p></p><p>I don't know what all you already have prepared, and if any of this is even helpful or appropriate to what ideas you already have, I just read that line and was like, "Dude, I totally want to make this adventure now!"</p><p></p><p><.< I would have the cult be being led on by the Sahuagin who are actually in service to some greater creature, like a dragon turtle or something, but with a Lovecraftian twist as the end-goal. Give them some island somewhere as a base of operations, it's all weird architecture and super ancient, definitely a hotbed of volcanic activity to have steam roiling up from the ocean floor and making the whole island misty, with hotsprings and geysers on the island as well. Natural caverns that just seem to go deeper, and deeper, and deeper with the monsters that inhabit it getting weirder and weirder and weirder. Some sunken sahuagin temple at the bottom. Lots of traps...</p></blockquote><p></p>
[QUOTE="l0lzero, post: 6897003, member: 6855137"] So, something you said caught my attention; "seafaring folk, along with some creatures they may keep with them and use." It gave me an idea; the seafaring folk are a group of cultists turned pirate, and the creatures they "keep with them and use" are Sahuagin, and they have an idol that they believe lets them control the sahuagin, and throw in a mythos style bend to the story. They're not just pirates, they have some casters with them, and they're not just taking plunder and leaving, they're taking captives for sacrifice (women, children). It gives you some pretty good shock troops to work with, some tougher commander type characters, and you can sprinkle groups with casters to throw surprises out at the party ("You're fighting with this group of cultists when all of a sudden I need dex saves from you as one of them casts burning hands! What are your results?"). If your group is around levels 4-8, then regular sahuagin would be effective, some thugs/veterans for the pirates, and the random casters as mages, if they're 9-13 then fluff sahuagin barons as regular sahuagin, maybe gladiators for pirates, and throw an archmages in as a caster every once in a while (since they're up there in CR). Or, obviously, whatever you want, it's your game. For the king of the hill style destination objectives, they could be burning down a temple with villagers holed up inside, they have a number of villagers being loaded onto boats (that the cultists are also trying to steal) at the docks, there's a pitched battle between the guards and the sahuagin led by the cultists and the guards are losing ground, a group of mercenaries have abandoned their merchant employers and are defending a shop filled with commoners and merchants in the town's marketplace facing overwhelming odds. Then of course there's the whole hostage angle as well, where an important and well-liked official has been kidnapped while the party was dealing with another objective, and the cultists are attempting to make their escape. Lots of opportunity during traveling to have little groups of enemies pop out (if 9+ use 4-8 creatures for the groups, if 4-8 then use guards for pirates, regular sahuagin, and cultists for casters). I don't know what all you already have prepared, and if any of this is even helpful or appropriate to what ideas you already have, I just read that line and was like, "Dude, I totally want to make this adventure now!" <.< I would have the cult be being led on by the Sahuagin who are actually in service to some greater creature, like a dragon turtle or something, but with a Lovecraftian twist as the end-goal. Give them some island somewhere as a base of operations, it's all weird architecture and super ancient, definitely a hotbed of volcanic activity to have steam roiling up from the ocean floor and making the whole island misty, with hotsprings and geysers on the island as well. Natural caverns that just seem to go deeper, and deeper, and deeper with the monsters that inhabit it getting weirder and weirder and weirder. Some sunken sahuagin temple at the bottom. Lots of traps... [/QUOTE]
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