1001 Sea-faring Adventures [Archive] - Wizards Community

Post/Author/DateTimePost
Kevtar

01-31-07, 04:35 PM
Hi all,

After my purchase of Stormwrack, I decided to have a sea-based campaign. However, I usually ended up having the PCs sail to a land-based adventure where their Profession (Sailor) and Swim skills were sadly unused; not to mention the Chitin and Sharkskin armor.

Their last destination has been the Elsir Vale where they have been thwarting the Red Hand of Doom. However, now that this adventure is wrapping up, I would like to get the PCs back into the water.

This is the place to post any and all ideas you have regarding water/sea based adventures, whether travelling over the sea or beneath it.

Please list any specifics you might have in mind. For instance:


Level of PCs
Location
Any needed equipment (ships, etc)
Special Considerations
Hook
BBEG & minions


Please don't feel limited by this list if you want to post more.
Regular_K

01-31-07, 05:30 PM
Underwater Village of Merfolk/Sahaugin/Locathens/Drizzit Clones tied to cement blocks...
LostMage

01-31-07, 05:41 PM
Personally, if there's going to be an adventure on a ship, it's gotta be in the sky. But that's just me. And, what's better, I bet that airship adventures neatly carry over to the sea.

Here's the latest one I ran for my level 1 party:
First, the party decided to go by airship to the city they were headed (easy to turn that to 'they caught a ship to the island they were on there way to).

They got a free charter ship, and were headed across a country border (they left the country Onyx to head for Cirrus) to said city. En route, they encountered another airship hunting for dropped eagle feathers. However, the ship was in territory that had been annexed by Onyx, so the captain of the ship they were on sends some PCs over to neutralize the foriegn vessel.

So, three PCs head to the other ship, and start fighting the crew. Meanwhile, hobgoblins mounted on hippogriffs flew up to raid the original ship the other two PCs were on. So I ran a cutscene between the two ships, until eventually the hobgoblin swarm becomes overwhelming and both captains and the PCs had to unite to fight the hobgoblins.

There's something that I think can be easily made into an adventure by sea, just switch the hobgoblins and there mounts to something that swims and is level appropriate.

Hope this helps!
Solik

01-31-07, 06:18 PM
Rumors start flying about buried treasure in a nearby archipelago ignored as useless for many decades (these rumors should be backed up by something solid, such as a recently-discovered journal, letter, or something). Groups of pirates, treasure-hunters, mercenaries, and adventurers start flocking there to be the first to seize the treasure for themselves. Hooks for involving the party include appeal to greed (descriptions of lucrative treasure), appeal to alignment (powerful items of good/evil rumored to be part of the treasure), or appeal to duty (local government / organization hires the party to secure items deemed important to them).

The party will be competing with groups of rivals in their search for the treasure, as well as monsters native to the archipelago (kuo-toas that comb the beaches, lizardmen in the swamps or forests). Each island poses different dangers, and the rival groups are spreading across the various isles; thus, the choices the party makes determines who they fight and when.

Expect ship battles versus murderous rivals (pirates, evil wizards, etc) and plenty of beach encounters. Involving a nearby undersea settlement of some type (merfolk, suahagin, etc) could make an interesting finish (it's discovered that the treasure was taken undersea, or a merfolk sage may know precisely where to find the most valuable parts of the treasure).

This open-ended style adventure makes it possible for the party to leave with everything, nothing, or anything in-between, motivating them to work smart and hard at the chance of getting more than just standard level-appropriate treasure rolls.
krichaiushii

01-31-07, 06:23 PM
I'm not all that creative, but I have no qualms about cheating and running premade adventures...

Maiden Voyage (http://www.atlas-games.com/product_tables/AG3206.php), for example.
vader_rocks

01-31-07, 06:45 PM
Have the ship encounter a storm.

Or Pirates.

Or the Kraken.
farmboy3400

01-31-07, 07:01 PM
Level of PCs: Low to mid

Location: An area of open sea; depth about 80 feet.
Any needed equipment (ships, etc): Transport to the area, water breathing
Special Considerations: none

Hook: An area of the sea is unnavigable because anyone traveling in the area becomes ill and perishable items rapidly spoil. The tradewinds would normally take vessels straight through this area. Legends speak of a ancient underwater city or an ailing sea dweller is rescued and tells of a lost city that has been cursed. Removal of the curse can restore this area of the sea.

BBEG & minions: A giant beast that lairs in and has destroyed the shrine of the city's diety. Fiendish locathah, twisted descendants of the lost civilization. Plenty of bottom dwelling undead. Skeletons and zombies are difficult to fight underwater. A few dire barracuda on the hunt. Restoring the shrine lifts the curse.
Necrosis

01-31-07, 07:15 PM
use a thousand islands setting

poltics+war+lost treasure+wilderness abadnonded areas

important thing is to make each island differented from each other. Make ships cheap and or accesable, rember they need timber to build ships=instant trade triangle.

The goal is to make ships the main source of travel from setting to setting, or the setting it self if they are raceing for lsot treasue or making war on someone or/thing.

important stuff
-make the world poltically diverse
-has lots of wilderness or lost world areas that have reverted
-use trade as a driver of poltics/wars (esscpailly for a sea campign).
The Livewire

01-31-07, 07:29 PM
premades you'll have to tweak but easily sea bound.

Ghost Tower of Inverness. My version (pre-hard drive crash, sorry) was a meat grinder for 9th level characters, though warlocks/ToB characters/Reserve feats might change that pacing, since part of the tension is that you can't just 'camp in the dungeon'. Just make it 'Ghost Light House of Inverness.'

Anything Freeport from Green Ronin

Goodman Games:
DCC #3: The Mysterious Tower (levels 3-5) should be easily tweaked to a light house.

DCC #4: Bloody Jack's Gold (levels 10-12)
Underwater in parts, dungeon crawl. Saw the wholesale banning of the vivaious template in any of our games. :)

DCC #7: Secret of Smuggler's Cove (levels 5-7)

anyone else?