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<blockquote data-quote="Imaculata" data-source="post: 7210670" data-attributes="member: 6801286"><p>Why not merge it with the main campaign, and make it a central part of it? The players have already shown to have a strong desire to establish their own base. So why not reward them with that, by letting that base be a vehicle for the rest of the plot? </p><p></p><p>I'm kind of in the same situation as you. My players have established their own base on a remote island, and have started their own trade emporium. So I now work that into the plot. The players have various issues concerning their base that they need to resolve, such as the safety of the island, securing the trade routes, and the safety of the port itself. And obviously the bad guys are going to attempt a big attack on the port, which the players will need to be ready for. I've never played out a big siege in DnD before, but it sounds very exciting. The players love their base, and so it makes sense to take the plot to that base, and use it for further adventures.</p><p></p><p></p><p></p><p>I really love your ideas, and I think I will work them into my own campaign. I especially like the idea of having various categories with ranks, that they can upgrade by doing missions for the port.</p><p></p><p><strong><u>Port security</u></strong></p><p><strong></strong></p><p><strong>Construction:</strong> Watch towers / a gate / port defenses (cannons) / barracks</p><p><strong>Manpower:</strong> Guards / lookouts / a fleet / a commander</p><p><strong>Missions: </strong>Finding and destroying the cannibal village / killing the cannibal leader </p><p></p><p><strong>Consequences:</strong></p><p>Completing any two of these tasks could upgrade the security of the port by one. Currently the biggest threats to the port are random cannibal attacks that endanger the safety of their workers (this makes it harder to recruit new staff). The risk of a massive siege by the big bad and his forces on the port, by land or sea. Any pirate invasion by sea.</p><p></p><p><u><strong>Port information</strong></u></p><p></p><p><strong>Construction:</strong> Watchtowers (again), rookery, mage tower, lighthouse</p><p><strong>Manpower:</strong> Scouts / Prospectors / Scout vessels / Mage</p><p><strong>Missions:</strong> Arrange spies / Make political allies</p><p></p><p><strong>Consequences:</strong></p><p>Currently the players have very little information about the island on which their port is based, and an attack could come unexpectedly from any side of the island, or from sea. They have no means to warn or receive warnings from nearby settlements. Completing any two tasks would increase the range from which they obtain information, and depending on their choices, the type of information they receive.</p><p></p><p><u><strong>Port commerce</strong></u></p><p><u><strong></strong></u></p><p><strong>Construction:</strong> Smithy / Drydock and/or shipyard / Stores / Inn</p><p><strong>Manpower:</strong> Merchants / crafting specialists / harbormaster / smugglers</p><p><strong>Missions: </strong>Defeat any trade route threats / Gain access to specialized equipment from local factions </p><p><strong></strong></p><p><strong>Consequences:</strong></p><p>The players will need to get trade going to an island that is feared by many because of all the cannibals. The players will need to build the appropriate buildings and take care of local threats that disrupt trade. Without this, their trade vessels are at risk of attacks from sea monsters and enemy pirates. Establishing connections with smugglers could improve their access to illegal goods, but puts their alliance with the local kingdom at risk. Improving their connections with local pirate tribes, gives them access to specialized weapons, ship upgrades and equipment.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7210670, member: 6801286"] Why not merge it with the main campaign, and make it a central part of it? The players have already shown to have a strong desire to establish their own base. So why not reward them with that, by letting that base be a vehicle for the rest of the plot? I'm kind of in the same situation as you. My players have established their own base on a remote island, and have started their own trade emporium. So I now work that into the plot. The players have various issues concerning their base that they need to resolve, such as the safety of the island, securing the trade routes, and the safety of the port itself. And obviously the bad guys are going to attempt a big attack on the port, which the players will need to be ready for. I've never played out a big siege in DnD before, but it sounds very exciting. The players love their base, and so it makes sense to take the plot to that base, and use it for further adventures. I really love your ideas, and I think I will work them into my own campaign. I especially like the idea of having various categories with ranks, that they can upgrade by doing missions for the port. [B][U]Port security[/U] [/B] [B]Construction:[/B] Watch towers / a gate / port defenses (cannons) / barracks [B]Manpower:[/B] Guards / lookouts / a fleet / a commander [B]Missions: [/B]Finding and destroying the cannibal village / killing the cannibal leader [B]Consequences:[/B] Completing any two of these tasks could upgrade the security of the port by one. Currently the biggest threats to the port are random cannibal attacks that endanger the safety of their workers (this makes it harder to recruit new staff). The risk of a massive siege by the big bad and his forces on the port, by land or sea. Any pirate invasion by sea. [U][B]Port information[/B][/U] [B]Construction:[/B] Watchtowers (again), rookery, mage tower, lighthouse [B]Manpower:[/B] Scouts / Prospectors / Scout vessels / Mage [B]Missions:[/B] Arrange spies / Make political allies [B]Consequences:[/B] Currently the players have very little information about the island on which their port is based, and an attack could come unexpectedly from any side of the island, or from sea. They have no means to warn or receive warnings from nearby settlements. Completing any two tasks would increase the range from which they obtain information, and depending on their choices, the type of information they receive. [U][B]Port commerce [/B][/U] [B]Construction:[/B] Smithy / Drydock and/or shipyard / Stores / Inn [B]Manpower:[/B] Merchants / crafting specialists / harbormaster / smugglers [B]Missions: [/B]Defeat any trade route threats / Gain access to specialized equipment from local factions [B] Consequences:[/B] The players will need to get trade going to an island that is feared by many because of all the cannibals. The players will need to build the appropriate buildings and take care of local threats that disrupt trade. Without this, their trade vessels are at risk of attacks from sea monsters and enemy pirates. Establishing connections with smugglers could improve their access to illegal goods, but puts their alliance with the local kingdom at risk. Improving their connections with local pirate tribes, gives them access to specialized weapons, ship upgrades and equipment. [/QUOTE]
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