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<blockquote data-quote="Older Beholder" data-source="post: 7525616" data-attributes="member: 6813585"><p>Just a few ideas.</p><p></p><p>You could have a local kingdom hire mercenaries (or divert some of its war fleet) to deal with the growing pirate problem in the area for an on-going plot device. </p><p></p><p>Introduce a rival group of pirates, led by an albino Minotaur captain.</p><p></p><p>Reports of a ghost ship, (or ship full of undead) spotted off the coast whenever thick mists roll in.</p><p></p><p>Have the boat shipwrecked on a small island in a heavy storm, at which point you can really run any adventure you want and the PC’s will be extra motivated to complete it, fix their ship and get back on the ocean.</p><p></p><p>Explore new found lands at the edge of the map.</p><p>---</p><p></p><p>Overall, just keep building on what the players are enjoying, if you want to have them set up a small hidden port somewhere to give them a base of operations, have that as an adventure. Maybe they find a small deserted port along a particularly rough coastline (or small secluded island). But before they can call it home they’ll have to work out what killed/drove off the previous residents.</p><p></p><p>Maybe a side quest where they need to enlist the services of an air elemental to fill the ships sail and increase its speed.</p><p>---</p><p></p><p>You can also make a pretty smooth transition from a pirate campaign to Spelljammer if you wanted to really shake things up <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Older Beholder, post: 7525616, member: 6813585"] Just a few ideas. You could have a local kingdom hire mercenaries (or divert some of its war fleet) to deal with the growing pirate problem in the area for an on-going plot device. Introduce a rival group of pirates, led by an albino Minotaur captain. Reports of a ghost ship, (or ship full of undead) spotted off the coast whenever thick mists roll in. Have the boat shipwrecked on a small island in a heavy storm, at which point you can really run any adventure you want and the PC’s will be extra motivated to complete it, fix their ship and get back on the ocean. Explore new found lands at the edge of the map. --- Overall, just keep building on what the players are enjoying, if you want to have them set up a small hidden port somewhere to give them a base of operations, have that as an adventure. Maybe they find a small deserted port along a particularly rough coastline (or small secluded island). But before they can call it home they’ll have to work out what killed/drove off the previous residents. Maybe a side quest where they need to enlist the services of an air elemental to fill the ships sail and increase its speed. --- You can also make a pretty smooth transition from a pirate campaign to Spelljammer if you wanted to really shake things up ;) [/QUOTE]
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