The party is planning on visiting a heavily forested island in the near future (a few weeks from now). I have roughly planned an adventure on the island but it could use some flushing out with encounter, location, and treasure ideas. The main race inhabiting the island are the Lizardfolk and the terrian is more like a dense European forest than a jungle. This adventure will allow a lot of breathing room for exploration and I would like that to be the primary focus.
Any and all ideas, generic or specific, are welcome. If you have any questions post them.
Thanks for your time and ideas!
How connected is the island, it's (lizard) people, and/or their gov't to the outside world? Are they allied with a side in one of the campaign's bigger conflicts, secretly or openly? Do they have any information about said conflict, accurate or otherwise?
Does the party have anything, or could they get anything before they go to the island, that the community would pay a surprisingly good amount for but that the party thinks is relatively worthless? Possibly a Wand of Detect Secret Doors that most people would pay 750 gp for, but the lizardfolk have so many ruins on the island that they would pay several thousand, either up front for the wand or as a reward for a quest where the party would have to use it?
And maybe could they sell it to one person for a negotiated price that they think is decent (800-900?), with the other person letting them name a price first, and then they find out from somebody else that they could've gotten a lot more if they had talked to anybody else first who knew how much the community wanted the thing, AND now they don't have it for any quests they might've been sent on with it, instead the person who "stole it" from them would get all of the opportunities for reward and credit?
And depending on how honorable the party is, that could also set up an amusing hunt-down-the-"thief" sub-plot that would get them kicked off the island for their antics
Now you said main race in the island. What other races are you thinking of living there as well?
You could have Bullywugs and Lizardmen be fighting and the PC have to pick a side in order to survive on the island.
Or you could go all Island of Dr Moreau. The Lizardmen were once actually just regular men, and an evil wizard mutated them into Lizardmen for his own amusement.
Time to answer a few questions.
The island is actually smack dab in the middle of an archipelago in which the campaign's lower tier is based. However, it is one of the few islands that everyone except for either the bravest or the most follish avoid due to its inhospitable terrain and savage wildlife. The archipelago is a colony of a crumbling empire that is trying, and failing, at regaining power. The lizardfolk tribes are hostile and have no positive relations with others, although a few individuals might. There are many Lizardfolk ruins around the island and there is a large cavern that used to connect with the Underdark.
I like the object and mercantile quests, so i will put those in the bag for later because i am looking for more savage ideas. Thanks for those ideas though.
As for the races...I haven't fully decided. Generally, Myconids, crauds, a few foulspawn or slaads, girallons, and other beasts appeal to me. Bullywugs would work very well here. Can you think of any standalone encounters/mini-adventures that could incorporate them?
Keep those posts coming.
I might be interesting if the bullywugs and lizardmen are involved in a land war. The real reason for this fight, are mycenoids that have had a population explosion. In this possible story, the players end up exterminating the mycenoids, and forging peace with the lizardfolk.
A region of the island could be geologically active, casuing a number of hotspings, gysers, and mud-pots. This region has become hotly contested territory, because amphibans and reptiles are cold blooded, this natural hotspot is valuable to both of them.
Originally the bullywugs populated it, but some time ago, the more numerous and powerful lizardfolk moved in and took it. The bullywugs now use geurilla tactics against the lizardfolk, as they try to reclaim thier territory. The displacement of the bullywugs has forced them to move to nearby rivers or lakes, and thier presence is disrupting other terrain and wildlife.
If the lizardfolk have ruins, and used to be a more prosperous civilization, then you should make them reasonable people in some way. Perhaps in comparison, the bullywugs are less intelligent, and more feral. After a fight with the bullywugs, the party comes across the lizardfolk. At first a fight ensues, and then halfway through a lizardfolk shows up (perhaps a shaman, or elder) and stops the fight. Appologies will go around, and he will offer them shelter, which the party is encouraged to accept, rather than facing night in the hostile jungle. The shaman NPC can then be used to give them information about the island.
The party learns that the lizardfolk normally used underground caves, warmed by the geological activity, for raising thier houng and sheltering in winter. But several years ago mycanoids started coming out of the lower tunnels, and the lizardfolk are not well equiped against them. Cue dusk attack from the bullywugs. The party helps defeat them, and gains respect from the other lizardfolk.
The party goes and fights back the mycenoids, and finds in a nearby cavern, the festering corpse of some gargantuan cave beast, which has been serving as food for the mycenoids (who presumably had already infected it wehn it died). While in the caves, they discover some valuable resource, long used by the lizardfolk.
The thankful lizardfolk can now move back into thier old homes. Optionally, the party can fight with them to try and exterminate the destructive and feral bullywugs. The party can now try to negotiate with the lizardfolk for mining rights (who lack the knowledge and tools to mine effectivly) . Miners and traders can now be imported from the crumbling empire. Both the empire and the lizardfolk get a good deal, and gain significant wealth. The empire brings in trade ships, the lizards escort them through the jungle into the caves. Mining is done, good are traded. The lizards also gain more knowledge from the trade, and experience a fairly rapid growth in thier way of life, becoming more civilzed. The crumbling empire gains wealth, and perhaps is not as crumbling anymore.
Beautiful. Simply Beautiful. I will weave that into the story arch for the island.
However, i could still use side quest ideas/locations. Activities that the party could do in the Lizardfolk base are wanted as well.
Aa i said before, anyone is welcome to post.
I could still use some help with this. Independent locations, encounters or ideas wanted.
The party finds out that the salamanders serve a greater fire elemental named "Alumbrar". All of them have come here through a small rift that leads to the elemental chaos. The rift is unstable, and Alumbrar has been working for many hundreds of years to open it fully. It is suggested that the rift opened when the volcano erupted. Additionally, the party discovers an old, mostly intact library, which holds much lost knowledge of the lizardfolk.
"Whirlwind dash" is now a move action, recharges on 4,5,6, and when first bloodied.
"wildfire cyclone" recharges when bloodied, and pushes 2 instead of 1.
Add an at-will minor action power; Alumbrar causes flame to errupt from all lava flows in the area. When flame bursts out of those "sink holes" it does fire damage to anyone adjacent to them.
Add an encounter power; free action, Alumbrar ends all movement imparing effects on him, and stands up if he is prone. (slow, immobilize, grab, restrain)
Add an atribute; "haze aura" The intense heat surounding Alumbrar causes the air to shift and warp. Alumbrar has concealment from enemies that are 5 or more squares away from him.
If Alumbrar takes cold damage, he can not use his minor action power, loses his haze aura for a turn, and can not recharge "whirlwind dash" for a turn. If one of your party members is using frost cheesem remove these penalties.
His basic strategy is to use the improved "firelash" to put PCs away from him, and adjacent to those sink-holes. If more than 2 people are in range, he uses "wildfire cyclone." If the ranged PCs get more than 7 squares away from the melee PCs, he uses "whirlwind dash" to run across the room up next to the ranged PCs. The recharge rate on whirlwind dash is much greater than normal, so use it mostly for its movement effect. If you move to hit all PCs with it every round it could cause a TPK. If the PCs have alot of fire resist, make him ignore most fire resist.
After coming ashore, they can get attacked by crauds. Make them pretty weak, but have alot of them with hazardous terrain. It happens right on the edge of the water, and every other round, the water moves in and out 6 squares. On round one, the water is out. At the top of round 2 it moves in, and the 6 squre wide strip is now difficult terrain, and any crauds in it get thier +2 for water combat. On round 3, anyone in the surf is pulled up to 8 squares toward the water. The movement ends when they are 2 squares into the water, past the edge of this "surf zone." The process then repeats. Use some craud crushers, but make it if they have a creature grabbed, they can move with them at half speed, pulling them from the beach back toward the water.
Other ideas are;
a giant wasp themed encounter, made easier by the nymphs anti-poison boon. Make this a very hard encounter, but if the wasps are defeated, the party knows they can harvest thier honey, which is valuable for money, and has magical properties (and is delicious)
an "undead" encounter with the ghosts/wraiths/skeletons of lizardfolk who died a traumatic death when the volcano erupted. For a happy ending, one of the slain ghosts/wraiths thanks them for helping thier spirits move on, and shows them to a nearby hidden stash of loot.
A chalenge involving riddles. Near the coastline, they come across a set of 8 statues in a semi circle, ancient statues, similar to the easter island heads, (even more ancient then the lizardman ruins). As the party inspects them, one of them begins to groan deeply. Eventually its face springs to life, the stone eyelids pealing back to reveal stone eyes, the stone mouth cracks open. It has the persnality of a senile old man. It rouses the other 7 statues, and all of them have the personalities of slightly deaf/blind/forgetful/ old men. Each one has it's own personality trait, sleepy/narcoleptic, grumpy/complaining, friendly/happy, sneezy/ill, know-it-all/back-in-my-day, dumb/dopey, prankster/pervert. Each has it's own riddle, and if the party can answer them all, they get some sort of fabulous prize.
A non-hostile but eccentric hermit/druid they meet somewhere in the woods. If they are able to best him in a challenged of strength, agility, and wits, they gain acess to his primal groves. These groves are both a safe place to rest, and serve as portals to eachother, each near an important location on the island.
A defunct teleportation circle of ancient design. Where it leads is a mystery, but they know if they ever find it's other half (somewhere else in your world) they can link them and get free, instant teleportation.
For clarification, the pary will be around levels 4-5. Seven characters: A dwarven ardent, a half-orc beserker, a minotaur runepriest, an eladrin warlock, an hengeyokia ranger, a drow sorcerer, and a human paladin.
I love your ideas. Very helpful, and thanks Vitamin Q. I do not need as much help with mechanics so much as possibilities however.
This should be plenty, but everyone is still free to post.
I think I forgot to ask: are the lizards generally Good guys or Bad guys? Or Neutral? Or too divided between different tribes to make a general statement beyond "divided"?
The lizardfolk are generally neutral and hostile to outsiders due to generations of smuggling, slaving, and attacks upon their settlements. A few redeem the whole however, and a few outsiders have shown them enough trust/goodwill to create hesitation rather than all out war. The tribes are rather divided, and many are content with the savage life they have now. Still others who live in/near older ruins wish to reunite the tribes and are less hostile.
I don't know if you have anything in the works for ways to reunite the lizardfolk, but something that is of religious or cultural significance is always good. i.e. all of the tribes have common myths that they tell, or a commonality to thier religions. If the party were to unearth an artifact that all of them revere, or to find that one of them matches the description of a prophesised hero, it could be something that all the tribes focus in on, and a convenient excuse to unite under one banner. If the party is less strict in thier morals, they could even frabricate the existence of this lizardfolk "hero." By setting up the right events with magic, lies, and good planning, they could make it look like "the prophesy" has come to pass. All they really need is a lizard who is a good enough person to fit the bill of new leader.
I've never thoght of many good ways to get a lot of opposed groups to cooperate except for
MAD (mutually assured destruction) or COB (common overpowering beliefs)
good meaning that a party can get tangible results within a couple years or less of game time, without major assitance.
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