I am running SKT. I have already started it without reading through the entire book (bad DM, no cookie!) Per some suggestions I've ready about SKT, I would like to plant seeds about Slarkrethel sooner. E.g. I've seen a suggestion that you replace the Evil Air Elemental cultists that appear on Zephyros' flying castle with Slarkrethel cultists. While pondering that, I've sort of gotten taken with the idea of modifying Slarkrethel a little bit and making it and its following a little more like something out of the Cthulu Mythos. Will that jive with the rest of the module well, or should I really stick to him being a (non-Cthulu) Kraken, as written? E.g. - does Slarkrethel's "network of spies" act at all like Cthulu style cultists?
I ask because I'm going a little side adventure (Shadows on the Long Road), featuring a Warlock with a Fiend patron, and could easily switch him to Great Old One patron, and make him a servant of Slarkrethel.
Look at the section on Purple Rocks in chapter 3 for an idea of what Slarkrethel's most devoted followers get up to. In regards to whether it would fit this type of module, SKT has so much freedom in it that you can pretty much style it any way you want. Chapter 3 is the best time to add in new plot points as this is when the world finally opens up for the players. Alternatively you can swap out the quests given at the end of chapter 2 with quests linked to the cult if you want. If you have Volo's it has quite a few statblocks useful for Kraken Society members including Deep Scion, Kraken Priest, Sea Spawn and Warlock of the Great Old One.
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I am running SKT. I have already started it without reading through the entire book (bad DM, no cookie!) Per some suggestions I've ready about SKT, I would like to plant seeds about Slarkrethel sooner. E.g. I've seen a suggestion that you replace the Evil Air Elemental cultists that appear on Zephyros' flying castle with Slarkrethel cultists. While pondering that, I've sort of gotten taken with the idea of modifying Slarkrethel a little bit and making it and its following a little more like something out of the Cthulu Mythos. Will that jive with the rest of the module well, or should I really stick to him being a (non-Cthulu) Kraken, as written? E.g. - does Slarkrethel's "network of spies" act at all like Cthulu style cultists?
I ask because I'm going a little side adventure (Shadows on the Long Road), featuring a Warlock with a Fiend patron, and could easily switch him to Great Old One patron, and make him a servant of Slarkrethel.
Look at the section on Purple Rocks in chapter 3 for an idea of what Slarkrethel's most devoted followers get up to. In regards to whether it would fit this type of module, SKT has so much freedom in it that you can pretty much style it any way you want. Chapter 3 is the best time to add in new plot points as this is when the world finally opens up for the players. Alternatively you can swap out the quests given at the end of chapter 2 with quests linked to the cult if you want. If you have Volo's it has quite a few statblocks useful for Kraken Society members including Deep Scion, Kraken Priest, Sea Spawn and Warlock of the Great Old One.