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I need some help on a plot for an adventure
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<blockquote data-quote="med stud" data-source="post: 1308697" data-attributes="member: 1211"><p>Thanks for your suggestions! I especially liked the one about keeping the sailors on board until the orders are given. Makes for cool scenery as well.</p><p></p><p>The magic level is extremely low; I have told the players that there is no magic in the world. I will introduce it at some point, but noone in the city is a magic user (except for some cultists, but they wont get into the story in a long time).</p><p></p><p>The dangers of the sea is pirates and storms, but now it is the pirates that are really dangerous, with the treachery and all. I like to use human opponents for 95 % of the opposition so that each monster is memorable when it enters the game (and without magic the monsters are really dangerous as well).</p><p></p><p>The grand duke's wife's suspisions is an opening to the adventure that I hadnt thought of; I add to my other openings. A problem with that opening is that she doesnt trust the PCs well enough to risk exposing her adultery to them. But it's probably better then the dead homing pigeon with a cryptic message that I considered using before <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>And I like the secresy part of the solving of the mystery; if words got out that the grand duke's wife had a lover it would be very disgracing for the family and if words got out that a templar conspired against him it would possibly make him kick out the templars from the town. As one of the PCs is a templar that would be very bad for the PCs.</p><p></p><p>The barbarian envoy idea was cool as well; I add it to the pile (consisting of pissed of federational lords trying to assassinate and a hunt for the pirates)</p></blockquote><p></p>
[QUOTE="med stud, post: 1308697, member: 1211"] Thanks for your suggestions! I especially liked the one about keeping the sailors on board until the orders are given. Makes for cool scenery as well. The magic level is extremely low; I have told the players that there is no magic in the world. I will introduce it at some point, but noone in the city is a magic user (except for some cultists, but they wont get into the story in a long time). The dangers of the sea is pirates and storms, but now it is the pirates that are really dangerous, with the treachery and all. I like to use human opponents for 95 % of the opposition so that each monster is memorable when it enters the game (and without magic the monsters are really dangerous as well). The grand duke's wife's suspisions is an opening to the adventure that I hadnt thought of; I add to my other openings. A problem with that opening is that she doesnt trust the PCs well enough to risk exposing her adultery to them. But it's probably better then the dead homing pigeon with a cryptic message that I considered using before :D And I like the secresy part of the solving of the mystery; if words got out that the grand duke's wife had a lover it would be very disgracing for the family and if words got out that a templar conspired against him it would possibly make him kick out the templars from the town. As one of the PCs is a templar that would be very bad for the PCs. The barbarian envoy idea was cool as well; I add it to the pile (consisting of pissed of federational lords trying to assassinate and a hunt for the pirates) [/QUOTE]
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