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Ideas for shipwreck area?
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<blockquote data-quote="Zaruthustran" data-source="post: 6679629" data-attributes="member: 1457"><p>I think the best hooks are</p><p></p><p>1) the fact that you've got a huge collection of enchanted wood. </p><p>2) the Rakshasa legacy.</p><p></p><p>I've got two concepts for you:</p><p></p><p>1) A necromancer is loitering in the area, attempting to use necromantic magic to raise spirits of the dead Rakshasa. They'd make powerful minions, right? Thing is, the extraplanar nature of the Rakshasa means their souls are long-gone--returned to the outer planes. So the necromancer is frustrated (the screaming), and resorting to more and more exotic attempts at spirit-binding. Eventually he succeeds--at making undead out of the spirits of the *trees* that were killed to harvest the ship planks. The party discovers all of this as they approach and infiltrate the ruins, via recovered waterlogged journal entries, evidence of necromantic ritual magic, and interrogation of captured foes. The necromancer himself is discovered in the middle of the ruins. He's seemingly unconscious, feverish, muscles strained and eyes darting under his lids. He's exerting himself to keep the spirits under control. If he's interrupted/distracted/killed, the hulks rise up and assemble like Devastator to form a towering ent-shaped golem that goes stomping off to destroy civilization.</p><p></p><p>2) A wealthy patron hires the party to clear the ruins of aquatic monsters, because it's a danger to shipping and a threat to the town's residents. Seems simple enough. The twist is that after the ruin is cleared, this patron--actually an accomplished and ambitious pirate--salvages one of the hulks to create a magical pirate ship that he uses to plunder the planes. A spelljammer by any other name. He needed the players because he lacked the manpower and unique skills to handle the task himself (or maybe one of the ruin's inhabitants was his particular "tick tock" nemesis). The players have to come to grips with the fact they enabled this rogue, and you can have them track him down, bring him to justice, and claim his ship as their own in later adventures.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6679629, member: 1457"] I think the best hooks are 1) the fact that you've got a huge collection of enchanted wood. 2) the Rakshasa legacy. I've got two concepts for you: 1) A necromancer is loitering in the area, attempting to use necromantic magic to raise spirits of the dead Rakshasa. They'd make powerful minions, right? Thing is, the extraplanar nature of the Rakshasa means their souls are long-gone--returned to the outer planes. So the necromancer is frustrated (the screaming), and resorting to more and more exotic attempts at spirit-binding. Eventually he succeeds--at making undead out of the spirits of the *trees* that were killed to harvest the ship planks. The party discovers all of this as they approach and infiltrate the ruins, via recovered waterlogged journal entries, evidence of necromantic ritual magic, and interrogation of captured foes. The necromancer himself is discovered in the middle of the ruins. He's seemingly unconscious, feverish, muscles strained and eyes darting under his lids. He's exerting himself to keep the spirits under control. If he's interrupted/distracted/killed, the hulks rise up and assemble like Devastator to form a towering ent-shaped golem that goes stomping off to destroy civilization. 2) A wealthy patron hires the party to clear the ruins of aquatic monsters, because it's a danger to shipping and a threat to the town's residents. Seems simple enough. The twist is that after the ruin is cleared, this patron--actually an accomplished and ambitious pirate--salvages one of the hulks to create a magical pirate ship that he uses to plunder the planes. A spelljammer by any other name. He needed the players because he lacked the manpower and unique skills to handle the task himself (or maybe one of the ruin's inhabitants was his particular "tick tock" nemesis). The players have to come to grips with the fact they enabled this rogue, and you can have them track him down, bring him to justice, and claim his ship as their own in later adventures. [/QUOTE]
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