| Generic Villain |
I'm putting together a campaign focused around a cult of slavers. Skip to the last paragraph if you want me to get to the point. Otherwise, here's how the cult works:
-First, a high-level cultist (likely a sorcerer with the dreamspun bloodline) shows up in town and sets up a lavishly furnished den. Maybe it's hidden in the backroom of a legit tavern, maybe secreted away in the sewers, etc.
-Second, the sorcerer recruits some local alchemists and thugs to act as pushers/suppliers of drugs and poison. His most trusted customers are invited to the primary den, where he promises to "grant the gift of dreams." He uses a combination of enchantment spells, custom drugs, and the simple power of suggestion to help his clients reach certain dream states. A client may for example want to relive a happy memory, catch a glimpse of the future, or just see lots of pretty colors.
-Third, as time goes on the cultists start using poison-laced drugs to put clients into a deep sleep. They are then smuggled to the cult's primary lair (a remote palace) where they are kept constantly asleep to "nourish" those who can feed on dreams. Some are also sold as slaves to the men of Leng.
So here's where I need help. Does anyone have any ideas for a cool, otherworldly drug den? The PCs are bound to visit at least one or two of these locales, most likely posing as customers at first then returning later to kick cultist butt. I want the place to feel kind of unreal in an HP Lovecraft Dreamlands sort of way. And as the title implies, the cult eventually links back to Leng. Also I know there will be an article on Leng coming up in a few months, but I don't intend to the PCs to travel there anytime soon so it won't help much. I'm just not sure how to go about the whole drug den thing.
| Bearded Ben |
It might not be quite the flavor you are looking for, but the Penumbral Accords has the Plane of Shadow briefly coexisting with the material plane, so that players see, say, both a torture chamber and museum exhibits. You could do something similar to play up the "dream" aspect.
| Generic Villain |
@ Son of the Veterinarian: I loved Spirited Away, definitely very trippy. I have a vague idea of a place with all sorts of pleasures available including a nice warm bath. Of course only paying customers can use them.
@ VRMH: Yeah I like the idea of a mind-numbing incense. Maybe not as strong as full-blown mind fog, but definitely a penalty to Will saves.
@ Douglas Muir 406: Great article, thanks! Actually now that you mentioned it, I was thinking of making the drug dens have a Tian theme. I don't want to outright racial stereotype it, but to give it an exotic style it will definitely have Tian (or faux Tian) decorations. Also, as opium will be the main drug pushed, the cult will definitely have ties to that continent. I figure they'll import most of it directly.
As for what I'm looking for specifically? I have a few plot hooks. As for mechanical aspects, I have two basic ideas to work with. First, drugs and addiction are detailed in the GameMastery Guide. Second, the high-end cultists will have the Dream Eater template from Dungeons of Golarion. I'm also thinking of repurposing the pesh-related feats from the guidebook to Katapesh. Other than that, I've got nothing. So yeah, if there's some awesome 3pp book about drugs I'd very much like to check it out. Or if there's any past adventures that feature them as a key component. Also, any ideas for how I can incorporate dreams/nightmares mechanically.
I'm also lookin for ideas for making a unique, creepy/otherworldy drug den. Like the mind fog idea. Here's my current vision:
"Passing through the nondescrept alleyway door, you find yourself in a dimly lit maze of rooms. Noise is muffled by thick carpets and heavy tapestries, the air is thick with heady incense, and exotic artwork graces the walls. Humans - as well as a few halflings and elves - lounge around you on overstuffed cushions. Some whisper and laugh, drawing occasionally from elegantly enamelled hookahs, their eyes glazed and empty. Others sleep. A man with flowing white robes and a too-vibrant smile approaches you.
'Welcome friend. Have you come to sample our wares? For but a few coins, I can offer you the gift of dreams. Do you wish to relive a past glory? Catch a glimpse of the coming days? Or simply indulge in pleasure? Whatever delights you seek, I have what you want.'"
| Generic Villain |
@ Bearded Ben: Yup, I have Penumbral Accords. I'll give it a second look though, since the Plane of Shadow is definitely a dreamy/nightmarish place.
@ The smitter: Actually I was originally going to do the midnight milk/intellect devourer plot hook, but decided I didn't like the alien invasion angle. Still, it was a jumping off point and I'll mine Ilvandrin for ideas. I'm also looking through the Spawn of Sehan trilogy from the last days of Dungeon Magazine.
| Douglas Muir 406 |
Oh one other thing! Anyone have any advice for atmospheric music? I really like the sometimes-spooky sound of Gamelan and may use that.
Some nice soothing gamelan for the first part, sure. Then when things start turning a little sinister, fire up some of this. (If you noodle around a little, there are thousands of hours of it online -- that's just a sample.)
Doug M.
| Douglas Muir 406 |
"Passing through the nondescrept alleyway door, you find yourself in a dimly lit maze of rooms. Noise is muffled by thick carpets and heavy tapestries, the air is thick with heady incense, and exotic artwork graces the walls. Humans - as well as a few halflings and elves - lounge around you on overstuffed cushions. Some whisper and laugh, drawing occasionally from elegantly enamelled hookahs, their eyes glazed and empty...
That's just fine. The slightly mind-fogging incense is good too. Say, DC 15 or -2 on Will and Reflex saves; if you make the first save, you have to make a second one ten minutes later. Even if the PCs are investigating and not sampling, have the staff be super polite and nice; they should invite the PCs into a side room for tea. (The tea can of course be drugged or poisoned -- you decide.)
An opium den is a special environment. Low light + smoky haze = concealment. Lots and lots of wall hangings, curtains and tapestries = secret doors, hidden watchers, concealed guards and/or lurking assasins.
Oh, and there's a long association between opium dens and brothels. You'd often have the two combined ("dens of vice!") because of a widespread belief that opium enhanced sexual endurance. So, you can have a scantily clad female (or male) serving the tea, and the owners doing the classic "do you find her attractive? There are many such here..."
Doug M.
| Journ-O-LST-3 |
If your players know/play CoC you can mess with them real good by telling them that the den has no right angles, smooth and curved surfaces everywhere.
For descriptions, you can try a juxtaposition where the more danger they are in/deeper into the conspiracy the more soft the place appears. The early ones might be rough around the edges, coarse cloth etc. For later on, soft pillows, hanging silk strands, small fountains gently flowing.
For music, something light and airy but a bit slow, pipes or flutes. Later on move to the more manic kinds of music, I'd go with some guqin myself.
| Kevin Andrew Murphy Contributor |
The easiest way to do this with the least amount of extra magic is to place the otherworldly dream den on a boat. One day it comes up or down the river, docks at the end of a pier, and sets up shop. Have the style of the ship and decorations be somewhat exotic for the locale. If you're in the River Kingdoms, have it be a Katapeshi pleasure barge. If you're in the Shackles, have it be a junk sailed all the way from Tian Xia. If you're setting the game in Tian Xia, let the boat be an exquisite pleasurecraft once owned by nobles from Galt. Also put in a subtle wrongness to some of the trinkets and curios aboard, as if some were from worlds not of this one (which they are, being from Leng).
Let your slavers also have a second drabber boat which can be used to ferry captives to their palace hideout. I'd place this on an isle either up river or a ways out in the ocean or down the coast in a hidden cove.
As for the palace, I'd say an antique decaying pleasure den is the right ticket, with the portal to Leng being formed by an antique opium bed. Fall asleep in the bed with the curtains drawn, awake in Leng.