[Eberron] It's Good To Be King - Ruling a Tropical Island

Jürgen Hubert

First Post
My campaign has recently taken some unexpected twists and turns, and I’d like your input on how to make it even more twisted...

Here is what happened last session:

The party was on the way to Sharn from Zilargo by ship (non-elemental powered) when the ship was attacked by sahuagin. The attack left all of the crewmembers dead, and they had to abandon ship with a row boat when a giant squid wrecked it. The guy in the party who had some clue about navigation determined that they were about 100 miles from the southern coast of Breland. After rowing for a few hours, they spotted an island in the distance and decided to find some fresh supplies (especially freshwater – the only thing they had to drink was about 20 liters of exctremely cheap ale which was rapidly depleted by the party’s resident alcoholic).

They discovered that the island was occupied by a small settlement of about 25 yuan-ti (well, weird snake people – I decided that yuan-ti in Eberron originally came from Xen’drik and were fairly uncommon on Khorvaire). After capturing and questioning a pureblood women (all fairly polite for questioning, and they did let her go afterwards – although she didn’t let on that she understood common, and thus they used magic to communicate with her...), they determined that their leaders – an abomination and his half-blood spawn – oppressed them and were generally disliked by their pureblood underlings – so they decided to kill off the leaders in the hopes that the rest would be grateful enough to give them some supplies (and perhaps some gold, the universally accepted form of gratitude)...

So they did, and afterwards the remaining yuan-ti – about 10 male and 10 female purebloods, plus some children – not only were grateful, but the women they had questioned earlier told them that they wanted them as their new leaders (she also revealed to them that she spoke Common in the process)! She also revealed that this was a way station for yuan-ti spies from Xen’drik who wanted to infiltrate Khoirvaire – they arrived here with ocean-going ships and were transported to the mainland with small boats (the PCs found a small booklet with what is a list of names and locations, but it is written in Draconic which they can’t read, and the party cleric has apparently forgotten at the moment that he can translate it with magic). She also mentioned that the next ship will arrive in a month, and that it would be a good idea for everyone to leave the island until then.

The PCs accepted, and discussed what to do with their new subjects. They agreed that bringing them to the mainland and civilization would be a bad idea since they would likely be persecuted and killed as “monsters” (which is not really true – especially in big Brelish cities like Sharn they could probably fit in without too many problems, given what other creatures are running around there. But the players are used to campaign worlds with the standard “racial wars”...). So for now they decided to resettle to another island to the east, which according to the map is only 50 miles off the coast (and closer to the Sharn-Xendrik shipping lanes, but not close enough that it will see frequent traffic). They also relish the prospect of having their very own subjects also have some vague notions about making money from them by getting them to produce “native Xen’drik goods” and selling them in Sharn or something. But really, they haven’t thought about this much apart from thinking that ruling over their very own island nation sounds like a good retirement plan (well, they are war veterans)...

So, what do the yuan-ti think of all this? Well, to some degree they feel genuinely grateful to the PCs for disposing of their old rulers. But they aren’t stupid – in fact, on average they are far more intelligent than the PCs, which the PCs haven’t realized yet. And they have a host of powers (telepathic and otherwise) of which the PCs don’t have a clue, either – and they are not going to reveal them without a very good reason.

They know that they can’t return to Xen’drik – and they don’t want to, either (since they would only oppressed by the abominations again). To them, Khoirvaire is a land of opportunity – but they know little about it yet. So they are going to milk the PCs for all the information they can get. They also know that the PCs might remain useful to them in the future – after all, they have lived in Khoirvaire for all their lives, and they are more socially acceptable than the yuan-ti.

So the yuan-ti will soon peg the PCs as powerful (their fight with the abomination showed that), but not too bright – the perfect figureheads for their own schemes, whatever these might turn out to be. They are perfectly willing to let both the PCs and the rest of the world think that the PCs are in charge, while they are secretly doing whatever they want. If this means throwing some baubles, entertainment, flattery, and alcohol in their direction, then so be it...

So, where do I go from there? Well, first of all they need to settle on a new island. The yuan-ti can deal with most of the infrastructure, but they will be glad to let the PCs deal with anything truly dangerous – like exploring old ruins possibly filled with dangerous monsters and traps. Suggestions on what they might find there (and how it ties to Eberron at large) are very much common.

And after that? Well, I originally intended this whole “shipwrecked” scenario to be nothing more than an opportunity to introduce a new PC, and force him and the rest of the party to work together. I had assumed that after this they would simply continue on their way to Sharn.

However, they seem to relish the prospect of being the rulers of their very own tropical island, and I am okay with that, since it is always best if the players are having fun. Of course, ruling an island is not neccessarily going to be easy, but then again, trouble always somehow seem to find adventurers...

But how do I build a campaign from here? I’d still like them to travel to new exotic places from time to time (I haven’t showcased most regions of Khorvaire yet), though I have nothing against them using the island as a home base. And of course, somehow trouble should also be able to come to the island from time to time to liven things up there (high-stakes diplomacy with various nations and organizations? Sounds fun, but why should they bother with a tiny island)? Ideally, they should feel that their current position should be the cause of very big trouble for them – but if they manage to pull through, they might just become rich and powerful beyond their dreams (hope springs eternal...).

Apart from these, there are two more questions I have:

- Has there anything been written on the nature of yuan-ti on Eberron? For the purposes of my campaign I have stated that they come from Xen’drik, but that’s about all (and this might not even be true...).

- There is a changeling investigator PC whose player couldn’t participate in the last two sessions, and has remained back in Korranberg. Assuming the player can participate in the next session, how can I get him involved in the island adventure without blowing suspension of disbelief? After all, no one knows about the shipwreck – and even if they did, few in any position of authority would care...

Thanks in advance, and if you have any additional suggestions to make for my campaign, please let me hear them!
 

log in or register to remove this ad

There's a Dragonshard on servent of the coutals with some mention of theories about the yuan-ti. But nothing definate.

A kingdom of 20 people isn't very big, really. If they want to set themselves up they may want to attract some more followers. Plus their subjects might have some ideas about making contact (and contract) with the outside world, now that they're free. That might be a good excuse to get them headed back to Korranberg long enough to reattach the lost PC.

I know it's tempting, but down get too fixated on the World Tour idea. It's fun for showing off a new setting but makes it very hard for PCs to care about what's happening.

To get them good and entangled with the outside world, run with the spy ring. What happens when agents come back to report? What happens when their followers open up the books and out pop a few hot secrets? I'd cook up six or seven secrets the spy ring has uncovered as potential plot hooks, throw them out, and see which they bite on. Maybe they'll want to run with the blackmail plot to earn favors, or to take over the blackmailing for power. Maybe they'll want to run with the weapons of the last war plot to better arm and defend their island kingdom. Maybe they'll want to run with the lost treasure that Cyre had hidden in Q'barra in order to fund their kingdom's founding. Come up with hooks that have some obvious benefit for their island kingdom and let them plan their own rise to greatness.

You don't have to worry about international diplomacy or high stakes anything yet. Let them focus on improving their island for now and wait to see who they befriend and who they cross. By the time they're ready for the big time you'll have plenty of people lined up to cause trouble.
 

Jürgen Hubert said:
- Has there anything been written on the nature of yuan-ti on Eberron? For the purposes of my campaign I have stated that they come from Xen’drik, but that’s about all (and this might not even be true...).

The following article by Keith Baker is primarily about the couatls, but has a bit on yuan-ti in it (which are placed in Xen'drik and a couple of other places, so you're pretty close to what he says, if that's a concern):

http://www.wizards.com/default.asp?x=dnd/ebds/20040920a
 

Don't forget the obligatory yuan-ti girl falling for the charismatic or strong hero and the yuan-ti boy sneaking out to follow them on their adventures. ;)

If you have access to Ghost Walk, it has an island kingdom dominated by undead. Maybe they could find it on their way to Xendrik.

I'd just make sure you ask them out of character how long they want to remain adventuring on an island. I played in a campaign that was centered on an island, which was notoriously difficult to leave. I.e. the DM liked being able to control the small territory and the other players were happy more or less to stay.
 

First up, I think it is cool to see how you weaved the various ideas (including a couple of my own if I'm not mistaken ;)) in your other thread into this very neat adventure idea. I almost always profit from posting ideas here to get further inspiration and it is really fun to see the various responses including ones that I would never have thought of in a million years.

As for the Changeling Investigator, honestly I'd just handwave that one. If you want a semi-plausible excuse for having him there then I'd do one of two things:

- Say that he had a "bad case of sea-sickness" and was there all along but feeling too ill to aid the party in their adventures (see the rules on Nauseated for why he wouldn't have been much help). But he's feeling better now and is ready to help out.

- He was suspicious that the crew of the ship were going to try and murder the PC's and so he infiltrated them disguised as a crew member. He was knocked overboard during the struggle against the giant squid but managed to escape the scene when he changed into Sahuagin form and swam away. By the time he surfaced a minute later he had lost track of the PC's in their small boat and instead had to swim to the nearest land mass: The Island. Stopping to rest every couple hours it took him a long time to get there and thus he missed much of the action thus far.

I'd hope that your player will work with you on one of those. It's in his interest to be involved in the current adventure anyway so hopefully he'll play along.

As for the further adventures on the newly settled island, I think this has tons of potential and the idea that springs most readily to mind is that of a Sahuagin burial ground.

Say that the Sahuagin entomb their most powerful and respected leaders on this island. It is considered HOLY GROUND, not to be disturbed EVER. This gives you:

- A sinister looking ruin seated in the dark jungles of the island where you can put traps, treasure and...

- Sahuagin undead!

- A reason for there to be a Sahuagin/Yuan-Ti war.


That first couple of things give you action and exploration. The last one gives you more potential for danger and possibly some diplomacy (which this party seems at least a bit interested in). If they decide to play nice with the Sahuagin then you have even more potential for adventures when they say, "We will let you live and leave in peace. Put in repayment for your trespassing on our Holy Ground, you must destroy [insert Sahuagin enemy here]!"

Or, if you want to get things back on the earlier track you had in mind, you could have the Sahuagin ask that the party go and negotiate a favorable trade agreement for them in Sharn. Meanwhile the Sahuagin hold the Yuan-Ti hostage...or is it the other way around?...;)

Whatever you decide, you're set dude! The PC's are smack in the middle of adventure and excitement waits for them in whatever direction they turn.
 

Remove ads

Top