Besmaran Priest

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Thank you all!! These are very interesting ideas.
The next messenger will a Dodo. An infernal/dire/ancient/celestial/venomous/fat and juicy dodo. Hahahaha!!


So Besmara in my game had an favorite animal messenger. A Dire Crocodile named Croaky.
One of the players did hold monster on it and literally cooked him alive. The character is Chaotic Evil, so it's kinda fits in his profile.
But still, Besmara should get back at him. (Without killing the character outright.)

He's a wizard lvl 12.
Do you have any idea's for a creative way for Besmara to get revenge?


Tomos wrote:

When I ran this part, my players recovered pieces of the bell after wrecking it. They defeated Pilk (for now) but the curse is a powerful one and he's still bound to it. The bell can find its way back to Pilk or Pilk can find his way back to the bell.

I would try to play it with subtlety, whatever you do. If you make the curse obvious, they'll ditch the bell right away if they're smart.

Ideas:
-Pilk starts talking to one of the PCs through the bell. Probably through their dreams.
-The bell becomes heavier and heavier with each passing night, until it starts damaging the ship.
-The bell tolls itself, summoning brine zombies that climb over the side and attack. This keeps happening at inconvenient times.
-One morning, they find that the bell has replaced their own ship's bell; no matter what they do, it appears back there at dawn each day.
-The PCs figure out some way to break the curse on the bell (should be very difficult); Pilk arrives and offers them fabulous treasures before he departs, freed of his curse.
-The PC captain starts slowly developing the greed/insanity that possessed Pilk in life and begins having urges to push the crew to travel farther and farther from shore in pursuit of fabulous riches.
-If they bring the bell to a major port, someone identifies it and freaks out, tells everyone. No one will deal with them and they're kicked out until/unless they do something truly impressive to undo the taint of the curse.
-If they throw the bell overboard, it reforms the Deathknell and it continues to pursue the PCs.

Yes they are smart and they will ditch it at the first sign of trouble. Unless...as you said the captain begins to be enthralled by the bell and insist on keeping it. This and diseases running rampant on-board could be a great stage for a mutiny. The leader being one of the NPC from the first module. Anyway, the PC's elected the captain democratically, which I find absurd on a pirate ship. He will have his authority challenged.

I'll have to be careful and do one or two missions in between.


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Thanks! It's a good idea to have Whalebone appear next to the bell when he attacks.
The bell is in fact intact. They only broke what attached the bell to the ship.

In the mean time. The bell is the source of the curse. Maybe the bell could try to transform the Forbidden Crack into a new Deathknell. It could make everything in the ship damp and start to rot a lot faster. Food, weapons, wood, clothing, sails, rope, people. Diseases like Trench Foot, Jungle Rot and typhoid, could start.


So the crew of the Forbidden Crack has met with the Deathknell. They defeated the captain and the 18 zombies after about 11 rounds. All is fine.
But during the battle they purposefully destroyed the bell's support and stole it! They though, they could have some sway on the zombies with it. But now that it's all said and done they kept the bell as a trophy and the proof of their encounter.

Whalebone is gonna come back, that is a given. But now that they have a cursed bell on-board with the souls of 670 victims trapped inside. I'm not exactly sure how to proceed.

I would like to have an entertaining way for the bell to have a more active role in the next encounter with the Deathknell or in between.

Any suggestions?


Ships' name: "Forbidden Crack"
Captain's name: Sanchez aka "Dirty"
Flag: A skull with two fingers under his nose