Once again, this is one of the threads of a 5x5 matrixed campaign planning strategy. There are five separate threads, and each thread has five "sections" or chunks. The point of this is to weave them together into an integrated campaign. And the 5x5 stuff isn't super detailed; in fact, the only relatively detailed section of this campaign is the very first introductory stuff that happens before the 5x5 matrix really kicks off. That said, the next three are a bit less developed even than the two that I already did, so these posts will probably be a bit shorter (mercifully.) Details can be developed as you're playing, because I don't like to create detailed plans too far in advance, because I want to be free to invent stuff based on what the PCs are doing. Anyway, this particular front involves travel in the Darkling Sea, so it ties to the trip to go find Morcant Gunderic in the first front, and is closely related to the next front, which is a geographical front that is meant to take place explicitly up on the northern shores of the sea.
As the name Chersky Island somewhat implies, it was named by the Kemling Hamazin when their empire stretched its farthest colonies this far, but it has been largely abandoned except by a handful of secretive fisherfolk, hermits, pirates and runaways or criminals who have lived a precarious life on the island. Now, however, as the migrant crisis or orclings coming north from Gunaakt has grown, many of the orclings (again; a common term for both morphs of the race; orcs and goblins) have decided not to try and force their presence on people who's way of life would be harmed by their presence, and have sought out Chersky Island as a refuge where they can live in peace and friendly relationships with the other city-states around the Darkling Sea such as Cayminster, Lomar and Garenport. For about ten years now, streams of orcs and goblin settlers have moved to the island and established small ports, fishing villages and farming hamlets. However, this is somewhat threatened by those who arrive and decide that fishing, farming and trading are less effective than piracy. Now the friendly relations with their neighbors are souring, and the piracy problem threatens to become a major international incident between the orclings and the Humbrians and the Grislings of Lomar. With that, let's get to the column, which deals, in fact, with exactly this piratical problem.
First, the PCs should be approached in one of the port cities that they are in in one of the fronts that I already detailed. It could be Burham's Landing or Benchley, where they are trying to book passage to Garenport, or alternatively it could be in Garenport itself trying to book passage to Cayminster to follow up on the Morcant Gunderic clue. Or, if you've decided to make this a late game front, it could be in Cayminster or Lomar trying to get to Garenport back again, or even just in any one of those towns without the PCs necessarily looking for passage to anywhere. Here they will hear rumors all over the place of the latest ship to limp into port in the last day or two with its cargo stolen and its crew reduced significantly either because they fought or were taken prisoner by the orc pirate Captain Taurak. There's another ship anxious to leave with cargo, but worried about the safety of the sea-lanes, who are looking for extra protection (I know, I know, it's a tired RPG trope, but it'll work.) This is especially helpful if the PCs are trying to book passage somewhere; just make sure that your own ship Captain Borus is heading to the same place the PCs are headed. Naturally Borus' ship will be attacked by Taurak's, and there's be ship to ship boarding action and swashbuckling combat for the PCs to engage in. I envision that the most likely outcomes are that Taurak is driven off, but as he leaves he swears revenge on the PCs and the captain that thwarted him, or Borus surrenders before he's left with too few crewman to limp his ship in to port, and the ship (and the PCs, probably) are robbed by pirates. But if you want to do something more dramatic, or if the dice and the PCs crazy plans head that way, awesome.
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| Captain Borus |
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| Captain Taurak |
Secondly, it seems likely that the PCs will be irritated at the villain that dared to rob them, but if that's not the way it goes, then the villain could well be irritated at the PCs that thwarted him. Spies from the Chersky settlement, usually corrupt goblins who can blend in easier than most, but possibly some paid humans or demihumans as well if that works better, will be keeping a watch on ships arriving in the various important ports, looking for the PCs arrival. Then, via messenger bird, quick communications will be sent to Chersky Island's pirate haven, Calak, where agents of Taurak or the pirates at large will send waves of thugs or assassins to kill them. One of these is the cult assassin Vrakmar Korr, who is meant to be pretty intimidating, and to travel with a cell of terrorist/assassins to support him.
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| Vrakmar Korr |
Meanwhile, regardless of what does or doesn't happen to the PCs, Garenport, Lomar and Cayminster and other port authorities are losing patience with the increased piracy and are talking of mounting a military expedition to wipe the orcling settlements off of the island, since they don't realize that the majority of the orclings are simply peaceful farmers and fishers, rather than pirates. There may even be an approach made to the PCs to scout the island before an invasion, but perhaps the PCs just want in on the action because they've been involved already. There are a number of peaceful settlements on the island, all relatively small, such as Wrynn, Edenna, Roclus and Barion. Even a quick and casual reconnoiter mission will demonstrate that only Calak is where the pirates are from, and that the majority of the orclings are very nervous and hesitant about the pirates; they are as much victims as the people of the other port cities, but are in less of a position to do anything about it.
A deeper reconnoiter mission will prove that Calak has an even more sinister side to it than simply piracy, although naturally that's bad enough. A priest of Dagon has started the violent and depraved cult of said daemon among the pirates. While not all pirates are members of this cult, enough of them are to make the pirates a force to be reckoned with because of their occult sorcery and zealot approach, as well as the sacrifices that they make on a regular basis. Those who are part of the cult also take a Deep One on as an officer, and this underwater perspective of the Darkling Sea makes them especially dangerous to the ships that they would target. Taurak and his crew are among the strongest supporters of the priest of Dagon, who's name is Guarg Dreghu.
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| Guard Dreghu |
Fourthly, whether the PCs reconnoiter on the island or not, there will be an eventual invasion; a joint operation coordinated between the Harbor-Master of Garenport, a self-styled "admiral" of privateers, who's the brother of the Lord Mayor of Lomar, and the ships of a consortium of merchants and marines from Cayminster, with a few additional boats or troops from other smaller port-cities all along the Darkling Sea. Without the PCs to direct them to the right targets (Calak and the pirate ships vs the other towns and the fishing and merchant fleet of the orcling civilians, they'll probably mostly just kill innocent civilians, farmers and fishers, while giving the actual pirates and cultists ample time to make their escape (mostly, anyway.) With any luck, the PCs could actually muster a militia of local orclings to assist in the cleansing of the pirate cove of Calak. Regardless, Guarg Dreghu isn't there when they attack, having been given advance warning of the approach by the Deep Ones. Although he wasn't given enough advance notice to evacuate most of the pirates, so he escaped with Captain Taurak's flagship to an even more remote cove with an even more remote temple to Dagon in it where...
Fifth, Guarg will summon a ketos (or the Ketos, perhaps) to attack Lomar, which is the closest target. After that, if he isn't defeated or otherwise stopped, he'll continue to attack coastal cities, including eventually Garenport itself, until the PCs either do something about it, or Guarg and the cult of Dagon are the undisputed rulers of the Darkling Sea's waters.
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| Ketos |
As you can see, I've done my best to interweave this column with stuff going on in the two bigger, "major" columns, to reduce the temptation to ignore this one as a smaller threat that deserves to be ignored. It isn't, but I can see the players thinking that if they don't have really immediate reasons to get involved with it directly.





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