Flooded Isles Expansion

Is there something you want to see in an update or an expansion? Let us know!
Oroboros
Posts: 29

Re: Flooded Isles Expansion

Post by Oroboros » Tue Mar 27, 2018 6:38 am

For creative “research” purposes, here’s a great ship-based battle against Dagon from The Call of Cthulhu: Dark Corners of the Earth. This is a bit too modern for our fantasy setting here, but sets an appropriate scene: https://youtu.be/7uw7A7tJcrE

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Visstar
Posts: 303
Location: Loch Caetar

Re: Flooded Isles Expansion

Post by Visstar » Tue Mar 27, 2018 7:57 pm

It sounds cool! I think icetear already has a pretty good idea where he's going, but hopefully there's some room take some of this on board.
May the Vishanti guide me through this eldritch maze!

Oroboros
Posts: 29

Re: Flooded Isles Expansion

Post by Oroboros » Wed May 23, 2018 10:41 am

Alright, sounds good. Glad to offer some informed and inspired input along the way. I hope Flooded Isles gets fleshed our some day.

chrlpolk
Posts: 54

Re: Flooded Isles Expansion

Post by chrlpolk » Wed Jan 29, 2020 7:32 pm

Here is an idea I had for a Flooded Isles expansion awhile back which also offers an "otherworldly" element - maybe there's some intersectionality? I had conceived this as an offshoot of Mario's Geas idea.

The party is drawn to explore these sunken places. Islands, castles, villages, etc. All underwater, lost to time. The first part of the game is acquiring the ability to travel freely underwater (possibly some kind of magic that renders an "otherworldly" state to the party while underwater which inadvertantly becomes the antenna for the Geas). Quite a bit of game explores these underground locations, looking for clues as to when they were built, who lived there, why they are unknown until now, and why you are drawn to it.

At some point, you find a note about "Reviving a Dead Art" through a ritual. This is of course a pun, because....


New Class: Necromancer

Description: Communicates with the dead.

Restrictions - Ritual can only be performed by someone whose aura is not already clouded by more modern magic arts. (Like Dragon Caster, no magic user classes) Constitution of 25 required to survive the ritual. Only 1 Necromancer allowed. (The ritual will not work if there is already a Necromancer.) Plot-wise, due to the strain to the veil of death breaching into the world of the living, only 1 Necromancer can exist at a time.

Magic - Focuses on summoning skeletons, ghouls, etc. Life draining magics. Unlike other schools of magic, characters revived during battle by a Necromancer are "undead" and will return to being dead after battle. Perhaps high-level Necromancers can have life-restoring magic, but cannot be cast during battle. (There is a plot reason for this.)

Fighting - Necromancers do very low physical damage in battle. However, their strikes may have added effects at higher levels, like stun and life drain (gives damage HP to Necromancer).

Defense - Necromancers are immune to instant-death magic.

The Necromancer is an intentionally underpowered but plotwise necessary battler, which helps with the balancing issues of high level parties.


After the Necromancer ritual is complete, the party returns to the sunken locations, only to discover that they are inhabited by spirits who they can now see and communicate with! (Necromancer required, of course; if the party returns without the Necromancer, they won't see the spirits.) They had been there the whole time. (Perhaps prior hints in locations of major NPC's, like, "PC caught a whiff of perfume which was quickly overpwowered in the stench of decay." Or, "PC heard a whisper, but it was the wind.")

Party learns that these are an ancient people. One of their historians stumbled upon an ancient (for their time!) ritual. Guess which one - just how old IS this ritual??

That Necromancer experimented in the arts and caused the catastrophe that sunk the islands and trapped the spirits. That Necromancer had lost all touch with humanity and is now alomst a mindless ghoul trapped in the art.
The party follows the clues and hunts down the old Necromancer who is now a Lich.


Final Battle - Necromancer required.

The Lich's first move in battle is to cast an instant-death spell that kills the entire party. But, the Necromancer is immune. Battle ends. Lich comments in shock that there is another Necromancer, since there can only be 1 at any point in time. He never realized he had died. Battle begins again. This time, the Necromancer must raise the party members as "undead" to fight on his behalf. as his dark magic does not affect the Lich.

When the battle is over, Necomancer's party returns to dead. Not only that, but the strain of constant revivals and the Lich's dark magic has turned them all to ash! Their ashes are no longer protected by the magics that allow them to be underwater unhindered (beyond the Lich's chamber, which is mysteriously not flooded), and with no way to return them to the surface, The Necromancer contains the ashes of the fallen and places their ashes in an altar, thanking them for their sacrifice.

Party is now only the Necromancer. Other party member are just gone. Your players are now pissed. Necromancer returns a hero. Some townfolk cheer, and others offer condolences for the loss of the fallen comrades. Exposure to the full day sun after the death of the Lich both expels the method which allowed the Necromancer to travel underwater and the Geas.


Post-game:

Somewhere in the world, one scholar studies the artifacts that The Necromancer retreived from the ancient lands. Included in some of the Lich's notes is a way to possibly revive the party members! The Necromancer (required for this ritual) must assemble a new team, re-find the components necessary for the spell/ritual that allows underwater travel, then find the components necessary for the revive ritual from the ancient places (with the help of some remaining spirits - why can't they go to the beyond like most did once the Lich was destroyed?), and return to the Lich's chamber, retreive the ashes in a special container (which, of course, also has to be obtained in typical fantasy fashion), and bring them to a priest in the Temple District to perform the ritual that combines the Temple's Holy magic with the Necromancer's Dark magic and restores the party members, who are now waiting at the Inn.

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Visstar
Posts: 303
Location: Loch Caetar

Re: Flooded Isles Expansion

Post by Visstar » Wed Jan 29, 2020 10:59 pm

Wow! That sounds like quite an adventure! :shock:
May the Vishanti guide me through this eldritch maze!

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