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Companion Thread to 5E Survivor - Adventures
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<blockquote data-quote="RealAlHazred" data-source="post: 9110937" data-attributes="member: 25818"><p>So, I ran <strong><em>Ghosts of Saltmarsh</em></strong>, but I used 1659 Port Royal, Jamaica instead of Saltmarsh itself. I did <a href="https://thepiazza.org.uk/bb/viewtopic.php?t=22421" target="_blank">a thread detailing my changes and the results</a> over on <em>The Piazza</em>. The tl;dr version is this:</p><ul> <li data-xf-list-type="ul">I ran it as what I call "<strong>Historical High Fantasy</strong>": most of the options in the PHB are usable as-is. Legendary elves and dwarves are the real thing, as are the other non-humans. Occultists, witch doctors, and clergy can practice real magic, although again magic is rare and the common person would have little idea how it actually works. My understanding is that this is more-or-less the kind of D&D the classic Historical Reference series used. I used the Spanish, who had recently lost control over Port Royal, as the main baddies instead of the Scarlet Brotherhood; the Spanish were led by the ex-governor, Don Cristóbal Arnaldo de Isasi.</li> <li data-xf-list-type="ul">"Sinister Secret of Saltmarsh" and "Danger at Dunwater" were run mostly as-is, given substitutions for the setting I used.</li> <li data-xf-list-type="ul">I fleshed out "Salvage Operation" slightly, and then ran a Freeport scenario, "Dead Man's Quest" from <em>Dungeon</em> #107/<em>Polyhedron</em> #166. This worked extraordinarily well, as it linked in the sahuagin better and let me give the players hints about their relationship with the Spanish. They recovered a relic, the Knucklebone of <a href="https://en.wikipedia.org/wiki/Saint_Amaro" target="_blank">Saint Amaro</a>, which was going to be important later, and donated it to the Church.</li> <li data-xf-list-type="ul">"Dead Man's Quest" sees the PCs helping Captain Fletcher, the ghost of a pirate captain. The recovery and donation of the Knucklebone was their favor for him. In return he promised to lead them to buried treasure (because pirates) on the "Isle of the Abbey," which let me lead them directly to the next scenario without the unsatisfying bureaucratic part of that scenario.</li> <li data-xf-list-type="ul">Sadly, the pandemic ended my campaign just after they started "The Final Enemy." The raid was billed to them as a reconnaissance thing by their patron (English Port Royal governor Captain Morgan -- yes, <em>that </em>Captain Morgan), and I had plans for them to encounter both sahuagin and Spanish. They would have uncovered clues pointing to the presence of Spanish guerillas on the isle of Antillia -- the legendary Antillia, which only Spanish can find, all others find only shifting fog and treacherous waters. Unless they have the Knucklebone of Saint Amaro the Pilgrim, which will point unerringly toward the destination of a True Christian wielder...</li> </ul><p>Anyway, as I was constructing my framing story based on real world stuff from the Golden Age of Piracy, I felt it was actually making the connections between the scenarios <em>stronger</em>, which was great.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 9110937, member: 25818"] So, I ran [B][I]Ghosts of Saltmarsh[/I][/B], but I used 1659 Port Royal, Jamaica instead of Saltmarsh itself. I did [URL='https://thepiazza.org.uk/bb/viewtopic.php?t=22421']a thread detailing my changes and the results[/URL] over on [I]The Piazza[/I]. The tl;dr version is this: [LIST] [*]I ran it as what I call "[B]Historical High Fantasy[/B]": most of the options in the PHB are usable as-is. Legendary elves and dwarves are the real thing, as are the other non-humans. Occultists, witch doctors, and clergy can practice real magic, although again magic is rare and the common person would have little idea how it actually works. My understanding is that this is more-or-less the kind of D&D the classic Historical Reference series used. I used the Spanish, who had recently lost control over Port Royal, as the main baddies instead of the Scarlet Brotherhood; the Spanish were led by the ex-governor, Don Cristóbal Arnaldo de Isasi. [*]"Sinister Secret of Saltmarsh" and "Danger at Dunwater" were run mostly as-is, given substitutions for the setting I used. [*]I fleshed out "Salvage Operation" slightly, and then ran a Freeport scenario, "Dead Man's Quest" from [I]Dungeon[/I] #107/[I]Polyhedron[/I] #166. This worked extraordinarily well, as it linked in the sahuagin better and let me give the players hints about their relationship with the Spanish. They recovered a relic, the Knucklebone of [URL='https://en.wikipedia.org/wiki/Saint_Amaro']Saint Amaro[/URL], which was going to be important later, and donated it to the Church. [*]"Dead Man's Quest" sees the PCs helping Captain Fletcher, the ghost of a pirate captain. The recovery and donation of the Knucklebone was their favor for him. In return he promised to lead them to buried treasure (because pirates) on the "Isle of the Abbey," which let me lead them directly to the next scenario without the unsatisfying bureaucratic part of that scenario. [*]Sadly, the pandemic ended my campaign just after they started "The Final Enemy." The raid was billed to them as a reconnaissance thing by their patron (English Port Royal governor Captain Morgan -- yes, [I]that [/I]Captain Morgan), and I had plans for them to encounter both sahuagin and Spanish. They would have uncovered clues pointing to the presence of Spanish guerillas on the isle of Antillia -- the legendary Antillia, which only Spanish can find, all others find only shifting fog and treacherous waters. Unless they have the Knucklebone of Saint Amaro the Pilgrim, which will point unerringly toward the destination of a True Christian wielder... [/LIST] Anyway, as I was constructing my framing story based on real world stuff from the Golden Age of Piracy, I felt it was actually making the connections between the scenarios [I]stronger[/I], which was great. [/QUOTE]
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