ITT: We share ideas for campaigns/gaming sessions


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Ummm... what's your question?

If all you want is ideas, I suggest you check out the Story Hour forum here on this site. Chock full of them.

If you want to discuss something more specific, we need some more info from you first as to what kinds of ideas would work for you.
 

do you need ideas on starting a new campaign, taking the curent one to a new level, interesting places NPCs, character ideas to play?

Welcome to the boards. We'll need a little more info to get you going though. Why are you out of ideas? No time to come up with any? Aren't you burnt out? Just looking for something orginal and different?
 

What level is your group? Thought about a module? I'd check out Dire Kobold. They have a couple of free, scaleable adventures that can give you some breathing room and get your creative juices flowing.

That being said and without knowing anything else, it's always hard to go wrong with an orc invasion.
 

Crothian said:
do you need ideas on starting a new campaign, taking the curent one to a new level, interesting places NPCs, character ideas to play?

Welcome to the boards. We'll need a little more info to get you going though. Why are you out of ideas? No time to come up with any? Aren't you burnt out? Just looking for something orginal and different?

Well Im trying to do a sea farring campaign, with pirates... the problem is I dont know waht I want to do for the big picture and stuff, Im just a little rusty havent played in a while only been DM once before. We start playing on saturday so I figure 1st sessions Ill make them steal their boat and stuff. But I dont know where to go after I have them do a couple small missions here and there...
 
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Again, I'd recommend the Story Hour. Here's my own modest efforts of a (abortive -- we ended up playing something else) piratey, seafaring campaign: right here.

Here's probably the best Story Hour out there for Seafaring material: right here.

And if you don't mind spending a few bucks, go pick up the four Freeport modules series. If you still want to run with it after that, pick up the Freeport setting book and the megamodule Black Sails Over Freeport.
 


SuperFlyTNT said:
Well Im trying to do a sea farring campaign, with pirates... the problem is I dont know waht I want to do for the big picture and stuff, Im just a little rusty havent played in a while only been DM once before. We start playing on saturday so I figure 1st sessions Ill make them steal their boat and stuff. But I dont know where to go after I have them do a couple small missions here and there...


Yikes. Tall order there. Well. We'll see what we can do.


Some random thoughts....

So far there is no reason for the party to go to sea (at least you've given none). So.....

OPTION 1

have the party come across an old man who is being robbed by bandits. Before the party can save him, one of the bandits stabs the old man fatally. He has on him what looks to be half of a map with the words, "Morton - Eva's Inn".

Now the party has not heard of Morton, but Eva's Inn is a notorious den of inequity, a true hive of scum and villiany and it is only accessible by sea!

So at least now you have a motive.

The party will have to find their way to the Inn, meet Morton, get the second half of the map (the half with the starting point), all while evading the other mysterious people who want to kill for the party's half of the map.

OPTION 2

Start the party off as captured victims of pirates. During the night there is a storm and there is a shipwreck. The party finds themselves lost on an island. All they could salvage from the wreckage is their starting gear which was stowed above decks in a large wooden trunk.

The island has many antagonistic snakes and spiders. In the center of the island there is a tower which likely contains the only way of getting off the island. The tower is inhabited by an exiled wizard's apprentice and other such horrible low-level criminals. There is a portal at the top of the tower that can only be activated by those of good heart (it is put there so the apprentice and other exiles can leave once they attone for their misdoings). The portal will take the party to a small town by the sea (where they can encounter the guy getting mugged in option 1 if you like)

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Just as an aside, I think adventures on the sea are hard to write. If you haven't DM'd much, you really might want to think about a dungeon crawl until you get the hang of things. Maybe the party has to explore a crypt near a sea town? Dungeon crawls are a lot more forgiving for a DM.

Just my two cents.
 



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