Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Need some help tying together an adventure
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="briand97" data-source="post: 7276800" data-attributes="member: 31789"><p>Perhaps in my attempt for brevity I neglected to include the hooks, of which there are many. And to clarify, this is not an ocean adventure. It just happens to start around an ocean I'm not really a sandbox gm I prefer having a linear path with compelling reasons for PCs to follow it. If they don't follow the path I can throw in more hooks or improvise if needed. To be clear, this arc provides some key information about the main antagonist (whose not pirate related). They can get this info in other ways but this is the most direct</p><p></p><p>A) they will start as captured - start with a bang</p><p>B) they really don't have a choice to not escape as the boat they are on sinks (the pirate captain drowns) stranding them on an island (I guess they could choose to stay and die of the elements though). Eventually they find a way off the island, a small not very sea worthy ship with no supplies</p><p>C) agreed they might not go to the specific village but any place they land I can pretty much plop in the pirate operation. Plus they will have a map showing the intended destination as pretty much the only port that they have supplies and a worthy craft to reach. They might leave immediately but they have almost no supplies and again I can pop the pirate operation in any town. </p><p>D) I've played with this group for years and highly doubt they would become pirates, helping out a small fishing village is right up their alley</p><p>E) true, this is a hook that might take some finesse. I will need to put some thought into this one. Currently there is a unrelated side quest between D and E. I was going to have them find a journal at end of D which gets translated in after side quest and points them to hub where they discover the pirate leader is none other than the captain they saw drown</p><p>F) most of the campaign is inland. I just thought it would be fun to add a few recurring villains ie the captain of the initial pirate ship </p><p></p><p>To immaculate - I'm leaning towards your response even though I think it promises to double the amount of prep... and to answer your question about a complication, I think the fact that they saw him die might give them significant intrigue (is he undead, immortal or something far more sinister.</p><p></p><p> I'm still unsure on how best prep, would you recommend just fleshing out the hub and letting the PCs figure out the best way to kill said captain and kind of wing it ie know who usually guards the leader, if they want to enlist help role play,if they want to jump in guns blazing then have an outline of what they would encounter, etc...</p><p></p><p>Thanks for the help</p></blockquote><p></p>
[QUOTE="briand97, post: 7276800, member: 31789"] Perhaps in my attempt for brevity I neglected to include the hooks, of which there are many. And to clarify, this is not an ocean adventure. It just happens to start around an ocean I'm not really a sandbox gm I prefer having a linear path with compelling reasons for PCs to follow it. If they don't follow the path I can throw in more hooks or improvise if needed. To be clear, this arc provides some key information about the main antagonist (whose not pirate related). They can get this info in other ways but this is the most direct A) they will start as captured - start with a bang B) they really don't have a choice to not escape as the boat they are on sinks (the pirate captain drowns) stranding them on an island (I guess they could choose to stay and die of the elements though). Eventually they find a way off the island, a small not very sea worthy ship with no supplies C) agreed they might not go to the specific village but any place they land I can pretty much plop in the pirate operation. Plus they will have a map showing the intended destination as pretty much the only port that they have supplies and a worthy craft to reach. They might leave immediately but they have almost no supplies and again I can pop the pirate operation in any town. D) I've played with this group for years and highly doubt they would become pirates, helping out a small fishing village is right up their alley E) true, this is a hook that might take some finesse. I will need to put some thought into this one. Currently there is a unrelated side quest between D and E. I was going to have them find a journal at end of D which gets translated in after side quest and points them to hub where they discover the pirate leader is none other than the captain they saw drown F) most of the campaign is inland. I just thought it would be fun to add a few recurring villains ie the captain of the initial pirate ship To immaculate - I'm leaning towards your response even though I think it promises to double the amount of prep... and to answer your question about a complication, I think the fact that they saw him die might give them significant intrigue (is he undead, immortal or something far more sinister. I'm still unsure on how best prep, would you recommend just fleshing out the hub and letting the PCs figure out the best way to kill said captain and kind of wing it ie know who usually guards the leader, if they want to enlist help role play,if they want to jump in guns blazing then have an outline of what they would encounter, etc... Thanks for the help [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Need some help tying together an adventure
Top