Hi,
I'm creating a campaign with a with where the first part will revolve around pirates. I'm having a little bit of trouble creating the final adventure for this path though. Here is an overall overview
1 - PCs are captured by slavers and destined for a remote and secretly located to general population slaver stronghold / city to be sold. Call it "Hub" for now.
2 - PCs escape from capture before arriving at "Hub" and through an adventure get a boat that carries them to a remote fishing village.
3 - Village is an, unknown to general public, port of exit and entry for slavers and pirates in the region
4 - PCs find & destroy the small pirate operation in the village and find a map to the "Hub" of pirate activity.
5 - PCs agree to end the slavers once and for all
This is where I need some help: I'm having a hard time figuring out how to run this main hub.
a- run it as a dungeon crawl where everyone is out to get them - culminating with fighting the lord of the slavers (and bringing the operation down for good)
b - run it as a pirate controlled city where they have to blend in to get close the the main villain and figure out how to get close enough to eliminate him without being detected by the general population.
c - something else
option A just seems a little too far fetched but is fairly easy to run, Option B sounds more reasonable but I think it would be super complex to GM appropriately
thoughts and / or suggestions on how to run this?
thanks in advance
I'm creating a campaign with a with where the first part will revolve around pirates. I'm having a little bit of trouble creating the final adventure for this path though. Here is an overall overview
1 - PCs are captured by slavers and destined for a remote and secretly located to general population slaver stronghold / city to be sold. Call it "Hub" for now.
2 - PCs escape from capture before arriving at "Hub" and through an adventure get a boat that carries them to a remote fishing village.
3 - Village is an, unknown to general public, port of exit and entry for slavers and pirates in the region
4 - PCs find & destroy the small pirate operation in the village and find a map to the "Hub" of pirate activity.
5 - PCs agree to end the slavers once and for all
This is where I need some help: I'm having a hard time figuring out how to run this main hub.
a- run it as a dungeon crawl where everyone is out to get them - culminating with fighting the lord of the slavers (and bringing the operation down for good)
b - run it as a pirate controlled city where they have to blend in to get close the the main villain and figure out how to get close enough to eliminate him without being detected by the general population.
c - something else
option A just seems a little too far fetched but is fairly easy to run, Option B sounds more reasonable but I think it would be super complex to GM appropriately
thoughts and / or suggestions on how to run this?
thanks in advance