Seafaring Adventure ideas « Thread Started on Sept 8, 2010, 11:39am »
Hi, all. Since we now have a sailing ship, I thought we should start a separate thread to share ideas about published or homebrew Seafaring adventures in various rpgs.
In answer to Shchekker's question about seafaring adventures for D&D 4E, there are a number of Living Forgotten Realms adventures that are set on the sea. Check out this thread over at the LFR Forum for ideas: http://community.wizards.com/lfr/go/thre....76 25#448487625
In my opinion, two of the best products out there for seafaring/pirate campaigns are the Pirates Guide to Freeport by Green Ronin, and the Freeport Companion (4E). The Companion is a goldmine of 4E crunch, including over 100 NPCs with descriptions and statistics.
For Nautical movement, combat, etc., check out the free Nautical Compendium for 4E designed by Implement Games.
Although there are only flying ships in Sundered Skies, these are fantasy/middle-ages-ships (with sails and/or rudders, sometimes a propeller) nonetheless, and a cog would be an almost ideal ship for players in this environment. Traveling by ship is mandatory.
I should add that the Freeport Companion has been adapted for several different editions and systems. I just received a notice, in fact, that it has been adapted for the Pathfinder RPG http://rpg.drivethrustuff.com/shopping_c....counts_id=67798
Although there are only flying ships in Sundered Skies, these are fantasy/middle-ages-ships (with sails and/or rudders, sometimes a propeller) nonetheless, and a cog would be an almost ideal ship for players in this environment. Traveling by ship is mandatory.
As you may know, Tom is working on a flying ship expansion.
Also, just want to point out that the deck dimensions are the same, so if you just want to build the new deck with steam engine and wings you can use it with the existing cog model and not build an entirely new hull (but the new hull is hella-cool!!!)
Also, just want to point out that the deck dimensions are the same, so if you just want to build the new deck with steam engine and wings you can use it with the existing cog model and not build an entirely new hull (but the new hull is hella-cool!!!)
Now that's a progressive & thoughtful design idea!..
Hey, Afet, I stole some of your answers for a similar question over on RPG Stack Exchange -- thanks for the info, and hope you don't mind! I gave you credit and a link.
Hey, Afet, I stole some of your answers for a similar question over on RPG Stack Exchange -- thanks for the info, and hope you don't mind! I gave you credit and a link.
Excellent. It's good to see this info getting out there. Thanks, Bryant.
Also, just want to point out that the deck dimensions are the same, so if you just want to build the new deck with steam engine and wings you can use it with the existing cog model and not build an entirely new hull (but the new hull is hella-cool!!!)
Hmm, did you think about publishing it in two flavors: a full model and - a bit cheaper - just as an extension for owners of the Cog?
Also, just want to point out that the deck dimensions are the same, so if you just want to build the new deck with steam engine and wings you can use it with the existing cog model and not build an entirely new hull (but the new hull is hella-cool!!!)
Hmm, did you think about publishing it in two flavors: a full model and - a bit cheaper - just as an extension for owners of the Cog?
I decided to try to run The Palace of the Vampire Queen, the very first published scenario. It turned out to be dreadful, and I wanted to get the PCs away from it, so I said the mountain it was on top of was really a volcano, and it was getting ready to blow. The volcano was on an island (I REALLY wanted to get rid of the place), and the party of PCs would have to arrange for transportation. The following events played out over a number of evening sessions:
The party went to a cartographers in the only town on the island. One of the members decided to shoplift a map instead of paying for it, so he told the character nicknamed "Torch" to cause a distraction. Well, needless to say, there was a very fiery riot, and after the city watch arrived the party was scattered with several members under arrest. Two blended into the crowd and got away. The Barbarian and the Vampire WereDuck escaped into the sewers.
There was a trial. Some of the miscreants were sentenced to gaol terms, and others sent to the galleys to be slave oarsmen.
The Barbarian and the Vampire WereDuck encountered the theives' guild. The V WD challenged the Prince of Theives to single combat, and defeated him, thus becoming the new Prince of Thieves.
The Vampire WereDuck Prince of Thieves led an expedition through the sewers of the town into the gaol, where they sprung the PC prisoners, and they headed for the waterfront.
Meanwhile, the PCs who had blended into the crowd had secured passage aboard an outgoing merchant vessel.
The thieves and escaped prisoners reached the docks just as the merchant was pulling away, and leaped aboard, forcing the ship's master to take them along.
Meanwhile, the PCs aboard the galley had staged a slave revolt, and took over the ship. The first merchant they encountered was the ship the other members of the party had commandeered, so the player-characters were all back together again, only this time, they were the kings of a pirate fleet.
There were no rules to cover any of this, except for the suggestions found in Volume 3 of the original D&D, Wilderness & Underground Adventures.
Boys, those were the days of DMing by the seat of your pants! Oh, how I miss them!