Charles Rampant
Adventurer
Hey all,
I'm hoping for your assistance in coming up with interesting elements for an adventure location. I'll firstly describe the location and its context, then get to my question.
I'm running a weekly campaign on Wednesdays, set in a norse-themed island controlled by Dwarves, and my players are currently travelling northward along my map to get to an adventure location that I advertised to them: Tigerwreck Sound. This is a big pile of sunken ships, which a Rakshasa-controlled empire used to launch an attack on the island setting about a century ago. When heroes destroyed the fleet, the ships all floated downriver and piled up on a sound in the river mouth, and basically became an artificial island of sorts.
Being constructed by Rakshasa, the ship hulls are pretty magical, and so they have remained intact long after you'd expect them to rot. The adventure seed is pretty basic at the moment - namely that villages on the shoreline (mixed Human/Dwarf) have been hearing the tortured screams of some lost soul from inside the Tigerwreck Sound for the last few weeks/months, and word has passed down the caravan trail that someone or something dubious is going on. Our intrepid heroes liked the sound of this, and so they set off.
Now, my problem is that I'm not entirely sure what to do with the sound itself. I've got some ideas. Mining operations of Kua-Toa and Merfolk, scavenging the magical wood. A Marid holding court within the hollow hulls, in a strange semi-submerged scrapheap palace. Sahuagin swarming the place would seem to be a given, though they won't be tough enough to form the sole threats by the time that my players reach it, when they'll be 5th or 6th level. I thought about reskinning the Water Temple from Princes of the Apocalypse, but the players are currently slaughtering their way through a large dungeon, and I don't want two of the blighters back to back.
So my question for you, dear readers, is what would you do with this setup? Would you go for some kind of bizarre three-way water war between various factions, with the Marid pulling strings from the centre? Focus on the magical reclamation side of things? Turn it into a magical portal to the plane of water? Bear in mind that my players will be about 5th or 6th when they get there, so anything too gonzo is likely to be tough for them to handle.
Thanks!
I'm hoping for your assistance in coming up with interesting elements for an adventure location. I'll firstly describe the location and its context, then get to my question.
I'm running a weekly campaign on Wednesdays, set in a norse-themed island controlled by Dwarves, and my players are currently travelling northward along my map to get to an adventure location that I advertised to them: Tigerwreck Sound. This is a big pile of sunken ships, which a Rakshasa-controlled empire used to launch an attack on the island setting about a century ago. When heroes destroyed the fleet, the ships all floated downriver and piled up on a sound in the river mouth, and basically became an artificial island of sorts.
Being constructed by Rakshasa, the ship hulls are pretty magical, and so they have remained intact long after you'd expect them to rot. The adventure seed is pretty basic at the moment - namely that villages on the shoreline (mixed Human/Dwarf) have been hearing the tortured screams of some lost soul from inside the Tigerwreck Sound for the last few weeks/months, and word has passed down the caravan trail that someone or something dubious is going on. Our intrepid heroes liked the sound of this, and so they set off.
Now, my problem is that I'm not entirely sure what to do with the sound itself. I've got some ideas. Mining operations of Kua-Toa and Merfolk, scavenging the magical wood. A Marid holding court within the hollow hulls, in a strange semi-submerged scrapheap palace. Sahuagin swarming the place would seem to be a given, though they won't be tough enough to form the sole threats by the time that my players reach it, when they'll be 5th or 6th level. I thought about reskinning the Water Temple from Princes of the Apocalypse, but the players are currently slaughtering their way through a large dungeon, and I don't want two of the blighters back to back.
So my question for you, dear readers, is what would you do with this setup? Would you go for some kind of bizarre three-way water war between various factions, with the Marid pulling strings from the centre? Focus on the magical reclamation side of things? Turn it into a magical portal to the plane of water? Bear in mind that my players will be about 5th or 6th when they get there, so anything too gonzo is likely to be tough for them to handle.
Thanks!