Across the sea [Archive] - Wizards Community

Post/Author/DateTimePost
Aldhazar

03-12-05, 11:03 AM
Hi,

My party( 1 sorcerer, 1 druid, 1 paladin, 1 fighter, all level 5) is supposed to cross the moonsea on a small trading ship in the next adventure we are going to play. Destination is the port of Phlan. I would like to have the cross over not as calm as they might(but probably not) wish. The only partly useable idea i have had was that they are attacked by pirates, but that seems just to simple to me and at the end it is all about slaughtering again. But because they have to fight themselves through a forest filled with monsters shortly before, i rather want to prevent this kind of scenario. Instead i want them to interact with each other and the crew of the ship. But there is just nothing really good coming up to my mind which will not develop to a "real" Quest. I don't want to spent more than one hour playing time on the cross over considering the limited time they will have ( I guess the ship will need about five hours to cross the sea), even though it should not seem to be something to fill a gap in the story.
So if anyone has a good idea or maybe did something similar before please let me know, i would really appreciate it.

Thanks a lot,
Aldhazar
krichaiushii

03-12-05, 01:49 PM
Storms are always good. Especially if some key crewmembers are washed overboard, or the ship is heavily damaged (sails and rigging gone).

A floating island is discovered - could be magic, could be a zaratan, could be nothing at all.

An abandoned ship floats by, table still set for a meal - to include hot tea that is still steaming. What happened to the crew?
Morka

03-12-05, 03:46 PM
- A ghost ship with no one on board. Documents could be found explaining the destination, but not what happen.

- The ship they are on board is also carrying a coffin, with a friendly vampire sleeping in it.

- A naga, sahuagins, lacedons (aquatic ghouls), KAPOACINTH (aquatic gargoyle), or other ugly monster attack them for no other reason than being there.

- They find an unknown island with many faeries obeying all their wills. In truth, they have to make continuous will saves against many suggestion spells compelling them to remain there until the island return to her plane for thousand more years...
Harold DeVor

03-12-05, 04:01 PM
Giant squid are always fun, any campaign that doesn't involve atleast one giant squid is a bad game.

A mutiny on board, maybe the crew object to one of the party races being on board. The race is considered bad luck by the crew or the party member kills an albertross, something along those lines. Iron Maiden songs mixed with Coleridge make a strong incentive for diplomacy.

Customs inspection.