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<blockquote data-quote="BiggusGeekus" data-source="post: 1338708" data-attributes="member: 1014"><p>Yikes. Tall order there. Well. We'll see what we can do.</p><p></p><p></p><p>Some random thoughts....</p><p></p><p>So far there is no reason for the party to go to sea (at least you've given none). So.....</p><p></p><p>OPTION 1</p><p></p><p> 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".</p><p></p><p>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!</p><p></p><p>So at least now you have a motive.</p><p></p><p>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.</p><p></p><p>OPTION 2</p><p></p><p>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. </p><p></p><p>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)</p><p></p><p>==============</p><p></p><p></p><p>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.</p><p></p><p>Just my two cents.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1338708, member: 1014"] 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) ============== 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. [/QUOTE]
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