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Need help putting together the pieces of a plot (My players stay out)
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<blockquote data-quote="Emperor Valerian" data-source="post: 2477095" data-attributes="member: 15043"><p>My players go away!</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Well, once again I need the help of some of the more devious DMs on ENWorld. My players are in a campaign using D&D 3.5 rules, with the addition of modified rules from <em>Corsairs</em> and <em>Seas of Blood</em>, and are presently at 5th level, though they are (due to a fluke) a little overpowered for their level, so effectively they are around 6th. They have just captured a rather nice ship of elven origin, fast and heavily armed, but it is rather badly damaged after their rough-housing, so they are headed to port for repairs, and the closest port with repair facilities is the capital of the local kingdom. All I know at this point is that they're going to be spending a big chunk of time (weeks, at least, in game) on land, instead of at sea. I'd like to create a mini-mystery adventure for them over the next few sessions while their ship is under repair, and I've managed to create pieces of what could be an extremely interesting plot, yet I'm having trouble putting them together. </p><p></p><p>Namely, the plot pieces (and/or encounters) that I have so far are:</p><p>1) The party NPC (a sea druid) has a bad past history with some of the local female nobility.</p><p></p><p>2) The town has a modified version of the Salon du Masque, as appearing in the Freeport supplements. The head of the salon is also an assassin, though she has a penchant for using a modified rifle instead of medieval weaponry. Everyone worth something goes to this salon incognito to freely drink and gossip, and discuss, for a fee, how the salon's proprietor can take care of their problems.</p><p></p><p>3) The elves have somehow got their hands of a large amount of gnomish submersibles, and are preparing to use them to destroy the local kingdom's navy in harbor (both with screws, and explosives a la <em>Turtle</em>).</p><p></p><p>4) EDIT - The players during the last session, when they captured the elven ship, took around a dozen elves prisoner. So far this isn't a problem (the elven hold held several hundred slaves, about eighty of which have joined the former crew to crew the new ship), but the kingdom they are headed towards isn't at war with the elves (at least not yet). Maybe this could be used for something as well</p><p></p><p></p><p>The problem is how to tie these all in together, and that is where I'm drawing a blank on how to get enough material for two full sessions (eight to ten hours of gaming). I know at some point I want the assassin to try to take out the party, and at some point the party needs to stop the submersibles... but that leaves many possible plot holes that need to be filled. How would the submersibles get into the harbor? More importantly, how do I connect this with the two previous ideas? And what other nasty surprises could I toss in here that would make this better?</p><p></p><p>Any devious ideas?</p></blockquote><p></p>
[QUOTE="Emperor Valerian, post: 2477095, member: 15043"] My players go away! Well, once again I need the help of some of the more devious DMs on ENWorld. My players are in a campaign using D&D 3.5 rules, with the addition of modified rules from [i]Corsairs[/i] and [i]Seas of Blood[/i], and are presently at 5th level, though they are (due to a fluke) a little overpowered for their level, so effectively they are around 6th. They have just captured a rather nice ship of elven origin, fast and heavily armed, but it is rather badly damaged after their rough-housing, so they are headed to port for repairs, and the closest port with repair facilities is the capital of the local kingdom. All I know at this point is that they're going to be spending a big chunk of time (weeks, at least, in game) on land, instead of at sea. I'd like to create a mini-mystery adventure for them over the next few sessions while their ship is under repair, and I've managed to create pieces of what could be an extremely interesting plot, yet I'm having trouble putting them together. Namely, the plot pieces (and/or encounters) that I have so far are: 1) The party NPC (a sea druid) has a bad past history with some of the local female nobility. 2) The town has a modified version of the Salon du Masque, as appearing in the Freeport supplements. The head of the salon is also an assassin, though she has a penchant for using a modified rifle instead of medieval weaponry. Everyone worth something goes to this salon incognito to freely drink and gossip, and discuss, for a fee, how the salon's proprietor can take care of their problems. 3) The elves have somehow got their hands of a large amount of gnomish submersibles, and are preparing to use them to destroy the local kingdom's navy in harbor (both with screws, and explosives a la [i]Turtle[/i]). 4) EDIT - The players during the last session, when they captured the elven ship, took around a dozen elves prisoner. So far this isn't a problem (the elven hold held several hundred slaves, about eighty of which have joined the former crew to crew the new ship), but the kingdom they are headed towards isn't at war with the elves (at least not yet). Maybe this could be used for something as well The problem is how to tie these all in together, and that is where I'm drawing a blank on how to get enough material for two full sessions (eight to ten hours of gaming). I know at some point I want the assassin to try to take out the party, and at some point the party needs to stop the submersibles... but that leaves many possible plot holes that need to be filled. How would the submersibles get into the harbor? More importantly, how do I connect this with the two previous ideas? And what other nasty surprises could I toss in here that would make this better? Any devious ideas? [/QUOTE]
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