waltero |
Hi everyone. I thought it would be fun/helpful to list your crew and/or passengers aboard the Sea Wyvern and any useful info. I took a cue from the superstition post and made it so that no human man would want to sail under Capt Amella because of the possible bad luck. So her crew is made up of women and non-humans, with the exception of Tavey, who is too inexperienced to know any better.
Crew
1 Amella, Captain. I'm thinking of using a Russian accent for her.
2 Lirith, First Officer. Not sure how to portray her.
3 Urol, Pilot and Surgeon.
4 Mani'itok, Bosun. Male darfellan. Strong but silent type.
5 Val-Hulga (aka Cookie), cook, metalsmith, and any other oddjobs. Female dwarf. Whiny, dirty pessimist.
6 Darsh Seaghost, look-out and rigger. Male Hadozee. I like Heathansson's idea of a Hadozee colony on Teraknian's arch - sorta like the monkeys on Gibraltar. I plan on having him make his dramatic flying entrance onto the ship as it is sailing out of the harbor.
7 Tavey, junior seaman trainee. Nominally promoted to crew member. Basically, if the job sucks, it belongs to Tavey.
Passengers
1-3 Player characters
4-6 Avner and his cronies. I'm thinking a Tim Curry personality for Avner.
7 Fr. Feres. His picture reminds me of the bald guy from Princess Bride. I'll go with that.
8 Skald. Not sure on this one.
9 Rowyn Kellani.
10 Mr. Vreeli, male elf. Flamboyant and effeminate clothier, proprietor of "Feathers and Leathers! Fins and Skins!" an exotic clothing and costume boutique in the merchant district. Comic relief. Purpose for trip: searching for newest silks, dyes and furs to slake the thirst of Sasserine's wealthy and fashion conscious. 3 months at sea with a bunch of lonely men is just icing on the cake!
11 Mr. Crow, male human. Burly hairy but bald guy (Carl from Aqua Teen Hunger Force). Master ship and dock builder. Also happens to be an expert fiddle player. Purpose for trip: inspect/expand/improve Farshore's port capacity in anticipation of increased trade.
12 Mr. Deamore, male human. Representative of the Plantation owner's guild. I had first thought about having an Amedio Trading Company rep but I wasn't up to more intrigue. Maybe there's one on Lavinia's boat... Purpose of trip: should Sasserine's plantation owners establish satellite plantations on Isle of Dread, bring back plants for transplantation around Sasserine, or block the whole project.
13-16 Ambassador Monjure, wife, 2 kids. Humans. Minor diplomat on mission from Dawn Council. Eternally optimistic (I'm thinking Ned Flanders and family). Purpose of trip: set up embassy to maintain cordial relations with the native populace, ensure Sasserine's laws are observed by colonists, and ultimately "civilize" the local populace under Sasserine's customs and culture.
Stedd Grimwold |
I was thinking about fleshing out the "extras" in this film...err...adventure, and kinda got sidetracked into generic NPC professions. But this post has inspired me. I think a representative from each of the Major Affiliations would be a great addition. For those PCs who are a part of an affiliation, they will be able to receive immediate increase in their standing by the recognition from this representative. A few on the Blue Nixie and a few on the Sea Wyvern to keep most of them alive is probably a good idea. The rest can be "generic" NPC professions/crafters.
waltero |
I like the idea of the affiliation representatives. I'll keep this in mind if any of the party chooses one.
Ah, yes. I recognize the kobold cook. I could replace the dwarf, but I'm a little concerned about the occasional mistaking food/poison. I wonder if that's what's been happening on those cruise ships with everybody getting sick...
Grimtk1 |
I was thinking about a kobald doctor and his new bride- a recently freed kobald chef,
Hehe. Even before the adventure started my party was telling me they wanted an entire crew of Kobolds. I was going to unearth Chupo from the Devil Box (which my PCs played in with other characters. Great adventure BTW) and have him stranded with a small crew of unsuccessful Kobold pirates taken out by the Crimson Fleet for the PCs to "rescue" or I'll just make the kobolds cause some trouble at one of the taverns and attract the attention of the pcs who will jump at the chance to hire them. Whichever way ends up working best for the party.
Glad to know we're not the only group with a fondness for the scaly little buggers.