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[GM Advice] What to do with a "leper colony" island
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<blockquote data-quote="der_kluge" data-source="post: 7229203" data-attributes="member: 945"><p>Looking for some ideas on this. The seed of this came from Mystic Eye Games' Foul Locales: Beyond the Walls, from a scenario called "Colony of the Afflicted". I'm not really using it as written, just stealing the basic idea.</p><p></p><p>My party is headed there to retrieve the next piece of the Rod of Seven Parts. </p><p></p><p>Last game, they chartered a boat and used the 2nd rod piece to divine the location of the 3rd rod piece. After completely circling the island, they discovered that it is on this island - but the boat captain refused to land on it, because.. curse. Well before this point, the party had discovered the captain and his crew were slavers and devised an elaborate plan to murder them. They literally took an HOUR to figure this out. In the meantime, the captain, certain that he would, under no circumstance, land at that island's port, and without any further direction from his benefactors (the party), opted to head to a <em>different</em>, albeit close island - an island called Slaver's Bay - literally a hive of scum and villainy.</p><p></p><p>I ended the game with the party rowing to shore on a dingy from a burning galleon a few miles from shore, being greeted by priests of Cyric, Mask and Talona, where they say "Welcome to Slaver's Bay". We'll see how they wiggle their way out of this one next time.</p><p></p><p>Here's where I'm stumbling. I want the island to hold something of great mystery. I'm thinking a relic of Moander, or something like that - perhaps it is the cause of the disease, I don't care. Of course, that would be ironic - send all the lepers to the island with the thing that causes leprosy. I don't know. In any case, the island needs slaves - lots of them. This is where Slaver's Bay comes in. While on the island, they discover that the priests of Talona are actually acquiring many slaves themselves, and then shipping them to this island. </p><p></p><p>What I want to have is something where there is some secret temple on this island, and the Talonite priests are trying to uncover a relic - perhaps something of Moanders, that would give Talona much power. But the vines in the temple complex are unnaturally strong, and so the priests have actually mustered all of their resources and captured a white dragon (and perhaps other ice creatures) who can breathe ice onto the vines. This weakens them enough that the slaves can chip and hack away at them in order to get further and further into the complex. There, they find the head Talonite priests with the 3rd piece of the Rod using it's <em>haste</em> power to speed up the recovery efforts.</p><p></p><p>Perhaps there are no diseased people there at all. Maybe it's just a front by Talona to keep people away. What is the relic they are after? Will they find it? </p><p></p><p>I don't know. Something in my mind isn't exactly tying this all together nicely. Looking for some ideas to fill in the cracks.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 7229203, member: 945"] Looking for some ideas on this. The seed of this came from Mystic Eye Games' Foul Locales: Beyond the Walls, from a scenario called "Colony of the Afflicted". I'm not really using it as written, just stealing the basic idea. My party is headed there to retrieve the next piece of the Rod of Seven Parts. Last game, they chartered a boat and used the 2nd rod piece to divine the location of the 3rd rod piece. After completely circling the island, they discovered that it is on this island - but the boat captain refused to land on it, because.. curse. Well before this point, the party had discovered the captain and his crew were slavers and devised an elaborate plan to murder them. They literally took an HOUR to figure this out. In the meantime, the captain, certain that he would, under no circumstance, land at that island's port, and without any further direction from his benefactors (the party), opted to head to a [I]different[/I], albeit close island - an island called Slaver's Bay - literally a hive of scum and villainy. I ended the game with the party rowing to shore on a dingy from a burning galleon a few miles from shore, being greeted by priests of Cyric, Mask and Talona, where they say "Welcome to Slaver's Bay". We'll see how they wiggle their way out of this one next time. Here's where I'm stumbling. I want the island to hold something of great mystery. I'm thinking a relic of Moander, or something like that - perhaps it is the cause of the disease, I don't care. Of course, that would be ironic - send all the lepers to the island with the thing that causes leprosy. I don't know. In any case, the island needs slaves - lots of them. This is where Slaver's Bay comes in. While on the island, they discover that the priests of Talona are actually acquiring many slaves themselves, and then shipping them to this island. What I want to have is something where there is some secret temple on this island, and the Talonite priests are trying to uncover a relic - perhaps something of Moanders, that would give Talona much power. But the vines in the temple complex are unnaturally strong, and so the priests have actually mustered all of their resources and captured a white dragon (and perhaps other ice creatures) who can breathe ice onto the vines. This weakens them enough that the slaves can chip and hack away at them in order to get further and further into the complex. There, they find the head Talonite priests with the 3rd piece of the Rod using it's [I]haste[/I] power to speed up the recovery efforts. Perhaps there are no diseased people there at all. Maybe it's just a front by Talona to keep people away. What is the relic they are after? Will they find it? I don't know. Something in my mind isn't exactly tying this all together nicely. Looking for some ideas to fill in the cracks. [/QUOTE]
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[GM Advice] What to do with a "leper colony" island
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