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Interesting 1st level adventure ideas
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 6887195" data-attributes="member: 6846794"><p>If I recall correctly, we had:</p><p></p><p>- the players selecting a crew from the ragtag bunch of locals, with the intent of establishing a crew for the player character's airship.</p><p></p><p>- the session then moved onto focusing on a shake down airship flight, where the characters had to engage with managing both crew and ship.</p><p></p><p>- the adventure moved onto a sky-shipyard, where the characters had to fend of a rival captain seeking to steal away their crew (with higher pay - and who succeeded!), while dealing with a murder mystery at said shipyard.</p><p></p><p>- ..and Ultimately, evacuating the tiny sky-shipyard's populace while under attack from ascending minions of a magical, near-sentient, maelstrom of mystical energies.</p><p></p><p>All in all, it went well. The best part, as the DM, was the commando-infiltration of the science-vessel and the resulting bluffing that lead to the rescue of a key NPC that the party is now (a few IRL months later) happy to dump on the nearest flying island.</p><p></p><p>So aye. Keep it simple - but layered. Allow the players enough space to make meaningful decisions and support their play with interesting elements that help to build a memorable experience.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 6887195, member: 6846794"] If I recall correctly, we had: - the players selecting a crew from the ragtag bunch of locals, with the intent of establishing a crew for the player character's airship. - the session then moved onto focusing on a shake down airship flight, where the characters had to engage with managing both crew and ship. - the adventure moved onto a sky-shipyard, where the characters had to fend of a rival captain seeking to steal away their crew (with higher pay - and who succeeded!), while dealing with a murder mystery at said shipyard. - ..and Ultimately, evacuating the tiny sky-shipyard's populace while under attack from ascending minions of a magical, near-sentient, maelstrom of mystical energies. All in all, it went well. The best part, as the DM, was the commando-infiltration of the science-vessel and the resulting bluffing that lead to the rescue of a key NPC that the party is now (a few IRL months later) happy to dump on the nearest flying island. So aye. Keep it simple - but layered. Allow the players enough space to make meaningful decisions and support their play with interesting elements that help to build a memorable experience. [/QUOTE]
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