| gaborg |
Hello fellow derro :)
I got this issue that needs solving. How would you connect the adventures Tides of Dread and Porphyry House Horror? I had the following vauge idea that might work, but please drop some more ideas at me:
The PCs find a clue about Demogorgonites in Scuttlecove, maybe the half-fiend nymphy spreads rumor on purpose usign the demonbreath drug or just on one of the ships after the battle, and they go investigate and there they learn about the next adventure and start Lords of the Dread as such. Ofcourse they should not find out about the Crimson Fleet HQ but that might be somehow incorporated into the storyline...
So any aid you fellow DMs could give on this one?
carborundum
RPG Superstar 2010 Top 32
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The gulguthydra encounter at the start of the Porphyry adventure could be easily adapted so that the players find the escaped prostitute battered and chained below decks in one of the raiders ships - either on arrival at Farshore or after the final battle. They'll likely be using Detect Magic at the time to look for treasure, if not they can rescue the poor dumb waif and an NPC can spot the aura later. One hasty Dispel later it's game on!
The hooks in this section of the adventure are enough to get the PCs heading to Scuttlecove; drugs, sea charts, the Porphyry House 'girls' and you could always throw in a reference to the Big D somehow - have a few of the pirates corpses have tattoes they got at the P. House. Maybe two babboon heads licking one heart which has a naked woman lying on it. If you're not looking for demons, it's just a tattoo - to the players it screams "plot hook, we go this way!"
Other options?
The Brotherhood encampment could be headed by a yuan-ti sorceror with drugs and a flyer for the finest establishment in all Scuttlecove, "Dancing girls who fulfil your ANY desire!"
A two-way communication globe/ mirror in a captain's cabin which gets them a glimpse of the fantastic interior of Porphyry House, possibly Wulvera's lab, quarters or torture chamber. They catch a glimpse of the wicked half-blood who snarls and smashes the link device on her side with a tentacle/arm.
All of the above in combination should scream "Go to Scuttlecove" to the players!
| gaborg |
Thanks for the ideas, they are pretty useful to introduce Prophyry house, but I still lack the motivation. I mean they might know it is a bordel but why go there? My players are mostly playing neutral characters. A motivation is very important. They just wont bite on it if it's all evil and they should do something about it.
Finding the chained polimoprhed hdyra in one of the ships could be a misguiding plot that could point the way to Porphyry House as the base for the Crimson Fleet. When they get deeper in there they realize it is connected but not what they were looking for. It could simple be done like that.
Or they could find a clue there which sends them back to the trogs and Golgismorga.
I would really need a simple and clear plotline and motivation that sends the PCs there and gets them back. Just thinking out loud as i have no urge to work :) Thanks for the ideas so far!
carborundum
RPG Superstar 2010 Top 32
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Sorry gaborg - didn't realize they wouldn't go just to kick evil butt!
How about the captain's cabin also having a chest with herbs in it - herbs which only grow on the Isle of Dread and are vital to the drug production.
This should become obvious when they read the captain's notes and discover that he can expect either a large wad of cash or a very nice item on delivery of the plants.Maybe Waterwalking boots or something equally useful to a captain?
Would a simple mercenary hook be sufficient motivation?
Sol, the Jade Raven's idea was Carl CramR's - it's at the bottom of THIS THREAD
Fiendish Dire Weasel
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Thanks for the ideas, they are pretty useful to introduce Prophyry house, but I still lack the motivation. I mean they might know it is a bordel but why go there?
I assume you mean BESIDES the obvious reason? :)
Neutral or not, I don't know too many people who need extra reasons to motivate them for nookie.
| gaborg |
Sorry gaborg - didn't realize they wouldn't go just to kick evil butt!
How about the captain's cabin also having a chest with herbs in it - herbs which only grow on the Isle of Dread and are vital to the drug production.This should become obvious when they read the captain's notes and discover that he can expect either a large wad of cash or a very nice item on delivery of the plants.Maybe Waterwalking boots or something equally useful to a captain?
Would a simple mercenary hook be sufficient motivation?
Sol, the Jade Raven's idea was Carl CramR's - it's at the bottom of THIS THREAD
These might work, as they are VERY profit orientated. But they also hate the Crimson Fleet and will hate them even more when i tell them that their merchant ships are being attacked even after the invasion of Farshore. It's either going after the Fleet but then kinda not finding what they were looking for OR the financial hook... or something even better.
The most perfect would be to find something that they want to eliminate in Porphypry house for some reason that would help them make Farshore be safer, or to weaken the Fleet or something similar.