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<blockquote data-quote="SiderisAnon" data-source="post: 3566465" data-attributes="member: 44949"><p>I disagree. There isn't much in the main WoTC books, but you can find plenty of material out there from third party publishers. I am currently running a sea-based campaign where the party has decided they aren't taking any more adventures that takes them more than a day inland because their last one went so badly.</p><p></p><p>I have not run across much in the way of modules for heavy ship adventure. Most of them involve more land-based with some ship interactions. These are things like while dealing with a land-based situation, you find out it relates to a smuggler's ship and then later to undersea dwellers (the U-series of old modules) or adventures where there are pirates operating, but you do most of your adventuring actually fighting the pirates at their lair or something similar.</p><p></p><p>Right now, I have my part involved in an island chain nation where they do "odd jobs" for the lords, which involves a lot of traveling to other islands to track down things or people and then facing the. (Such as the goblin raiders who were based on an island in an area, but no one knew which one.) They are also involved with trying to hunt pirates.</p><p></p><p>There were a couple of more sea-based adventures in 2nd Ed modules. I remember there was one that had orc pirates whose home base was built on the back of a giant sea turtle or similar creature. I don't remember the module.</p><p></p><p>You can also do that whole "Odyssey" routine. I had a party that ended up completely lost in an uncharted region of islands. They spent years game time trying to find their way home and had a multitude of adventures along the way.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3566465, member: 44949"] I disagree. There isn't much in the main WoTC books, but you can find plenty of material out there from third party publishers. I am currently running a sea-based campaign where the party has decided they aren't taking any more adventures that takes them more than a day inland because their last one went so badly. I have not run across much in the way of modules for heavy ship adventure. Most of them involve more land-based with some ship interactions. These are things like while dealing with a land-based situation, you find out it relates to a smuggler's ship and then later to undersea dwellers (the U-series of old modules) or adventures where there are pirates operating, but you do most of your adventuring actually fighting the pirates at their lair or something similar. Right now, I have my part involved in an island chain nation where they do "odd jobs" for the lords, which involves a lot of traveling to other islands to track down things or people and then facing the. (Such as the goblin raiders who were based on an island in an area, but no one knew which one.) They are also involved with trying to hunt pirates. There were a couple of more sea-based adventures in 2nd Ed modules. I remember there was one that had orc pirates whose home base was built on the back of a giant sea turtle or similar creature. I don't remember the module. You can also do that whole "Odyssey" routine. I had a party that ended up completely lost in an uncharted region of islands. They spent years game time trying to find their way home and had a multitude of adventures along the way. [/QUOTE]
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