D&D General Trying to make a campaign


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So I'm a DM trying to think up a campaign. I asked my players what sort of campaign they want and only got pirates and Goblins. SOS.
You could work with that. Make them all goblin pirates that are always sinking ships, because they play with fire. Along with a chaotic command structure where no one is sure who is Captain.
 

Sounds awesome.

you can have goblins/hobgoblins/bugbears go a-viking up and down the coasts and islands. Pirates loot and plunder in their wake, occassionally preying upon each other.

The "civilized" peoples vary between fortresses and trying to build strong navies.

Add tritons and sahuagin for an extra under-sea dimension that can impact ships.
 

Sounds awesome.

you can have goblins/hobgoblins/bugbears go a-viking up and down the coasts and islands. Pirates loot and plunder in their wake, occassionally preying upon each other.

The "civilized" peoples vary between fortresses and trying to build strong navies.

Add tritons and sahuagin for an extra under-sea dimension that can impact ships.
Love this.
 


Goblins were driven offshore by an intolerant and borderline-genocidal anti-banditry campaign by ‘good’ races, discovered a lovecraftian sea god to worship, turned to piracy and are now back for vengeance.

A terrible curse enacted by a long-dead archmage progressively turns anyone who engages in piracy into goblins. The PCs may not discover this until they start growing floppy ears and turning orange.

A pirate ship was plundering a wreck when a lowly goblin deckhand stole away with an unassuming bit of loot that was in fact an appallingly powerful artifact. Chaos now reigns as pirates all over hunt for the goblin to steal it back, the goblin herself slowly masters the artifact (whatever it is), and every other goblin in the seas tries to find a way to use to their advantage mistaken identity and a widespread newfound wary respect of goblins.

Pirates need cannon like dwarves need beard care products, but a secretive cabal of goblin alchemists on a fortified island base are the only ones who know how to make gunpowder. Can the PCs dodge the sinister goblin mafia running the black powder trade in every port, infiltrate the secret lair and steal the secret of (brief, loud) fire from the gobs?
 

When I think of goblin pirates I immediately picture really compact ships with decks only 3 or 4 feet tall, that pack in unexpectedly high firepower for their size because they can have nearly twice as many gun decks on the same size of hull.

They're also an absolute nightmare to take in a boarding action, since medium creatures can barely even squeeze through the companionways, and cannot stand up below decks.
 

So I'm a DM trying to think up a campaign. I asked my players what sort of campaign they want and only got pirates and Goblins. SOS.
You could try Ixalan! In this setting, a monkey-species are goblins, but you could just as easily swap them out for actual goblins.

In short: a Mesoamerican fantasy land with dinosaurs and merfolk has somehow appeared, and both a faction of pirates and vampire conquistadors take on the inhabitants to reach the lost golden city of Orazca where the incredibly powerful Immortal Sun lies.

I'm 93 sessions in, and we're loving it.

Free Official Plane Shift guide to the setting
You can find buckets of great art for the setting here, just click a card.
 

The Isle of Dread 3e Dungeon Magazine adventures might be a good place to get some ideas. There was a home base town and some adventures with some sort of magic disease turning people to monsters. You can skip the higher level stuff with the actual island.

Remember that the players asked for pirates and goblins and may have meant to add, but not just that. You can have a more normal coastal town with some goblin problems at lower level and around level 4-5 the PCs mostly thank that is taken care of and then a pirate attack happens on the town. This leads to a few levels of pirates and finding out who is the leader pirate and dealing with the fort they built not to far up the coast to attack other towns. Add in something about allying with the goblins for scouts and some giants for muscle. Tie it back with the local duke really wanted the coastal towns brought under his rule more so he is behind the pirates but they double cross him to save their hides. See where it goes.
 

So you have Goblins and Pirates

Now ask the players -
So who are the Characters going to be? Pirates? or Goblins? or Goblin pirates or Something else?
What is special about where the Characters live?
Who holds Power and Authority?
What is the biggest threat in this Campaign?
What is the Big Opportunity for Characters?
How do your Characters get involved?
 

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