campaigns with sea travel [Archive] - Wizards Community

Post/Author/DateTimePost
Animadia Necros

06-18-06, 10:29 PM
Odds are, there's already a thread about this exact same subject, but guess what, now there's two. Duh Duh Duh Duuuhhn!
Well then, an imminent voyage across a sea is due in my campaign. I have no experience in such travel and my D&D guru has said that his experience with it was bad. So, it has come to this, that all the people of this board should have to unite in a glorious effort to prevent my demise as a DM forever (or at least for a day)and use their skills to give me advice for DMing ship travel.
To list the details, the trip will be from the Dragon Coast to Rashemen (FR). I'd imagine it'll be up to the pcs(3 lvl2-3) what size ship they'll take (unless there's a preferred size for longer travel, in which case I will make some circumstance that will force such a ship to be used). We don't really roleplay travel, nor do we "red-line it", but do a time flies kind of thing. I give a description of how the time passes for however long a period of time (usually a day), and then an encounter of some sort will take place. At that point it becomes roleplaying until the pcs want time to fly by again. If anyone out there has any advice whatsoever about ship travel, I beseech your aid.:help:
primemover003

06-18-06, 10:53 PM
As your player's are low level Overland (or oversea) travel is an adventure in and of itself. Now if there are no major campaign story hooks or threads to advance during the journey come up with 2 or 3 significant events that befall the ship. Natural hazards and low CR nuisance monsters are your best bet to use here (no Krakens or Shiploads of pirates).

Mild storms are fun because you can make your PC's use skills like balance, climb, jump, rope use, swim, etc. A small vessel (cog or pinnacle) found adrift is a nice mini-dungeon for the PC's to explore and may have some low CR monsters (Air or Water mephits are good nuisance monsters that could easily be found on the open seas. Two make a good EL 5).

Roleplaying encounters with other passengers is a good way to give the PC's information about the place they are heading. A Rashemi merchant might clue the PC's in to local customs or taboo's. They are also good for planting adventure hooks!

Sometimes monsters aren't monsters. A passing merfolk or locathah druid or a curious Young Bronze dragon can provide some fun tension for a passing vessel, especially if they warn of a hazard ahead. If played right they might become reoccuring Allies of the PC's. This is a great place for Bards, Sorcerers, and Paladins (or other charismatic PC's) to use skills like Diplomacy.
Animadia Necros

06-18-06, 11:16 PM
Thanks. By the way, do you know of any books that might have useful info. (stats and rules) on overseas traveling?
SeraphimDominion

06-18-06, 11:44 PM
That would be Stormwrack.