Captain's first mission [Archive] - Wizards Community

Post/Author/DateTimePost
roguerouge

08-19-07, 09:44 PM
I've got a third level bard PC with her first mission as captain of her newly acquired ship. I'd like to have a memorably fun trial run skill-based adventure with maybe a touch of combat on the open seas. She's got some cargo to unload too. Any suggestions?
DarthNick

08-20-07, 01:17 AM
Have a group of privateers (pirates) attack their ship. Nothing too high level, but enough to give them a fight. ALl the better since she has cargo, maybe the pirates heard about it and want a cut. If it's non-valuable cargo the pirates could have been false info, either way it'd be a fun basic combat to start off with.
DarthNick

08-20-07, 01:25 AM
Since edit's not working, skill wise have her make checks to navigate bad weather, around a reef bed, negotiate passage through merfolk or triton territory (or to be even sacarier a dragon turtle!), checks to shave off a few days travels, and the like. Maybe with good checks the bard could find a small island that could be used as a safe haven from bad weather/pirates/baddies in thier travels.
Divokej

08-20-07, 01:27 AM
I wouldn't give the pirates a serious boat of their own. Just make it an encounter that happens to occur on a ship. For instance:
"It's late at night and you suddenly wake up. You hear a thunk of metal on wood." (PCs go see what's going down.) Oh no, a grappling hook has appeared on the side of your ship. *thunk*thunk* Two more show up and a pirate has just climbed over the side of your ship. Roll initiative."

Or, you know, whatever suits your fancy.
Baernwulf_of_Nor

08-20-07, 01:29 AM
Sweet, sea adventure, rock on.

So..she's got some cargo. Maybe there is an item inside the cargo that she is unaware of? Better yet! A stowaway. She needs to deliver the stowaway/cargo to a port that was originally not on her route. A stowaway could make for good role playing/skill opportunities if it's worked right. I'd also throw in a storm or something, nothing to serious, but just enough to make our captain make some Profession(Sailor) checks. I hope she has ranks in that skill by the way.

Maybe have her come in contact with a pirate ship, then later come in contact with a pirate hunter, this would be a pinnacle point in her decision to become a pirate or bounty hunter. Their can also be many interesting encounters (role playing and combat) inside port towns.

I've always wanted to have a character at sea.

BoN
yellowdingo

08-20-07, 08:48 AM
A Foggy Departure

The small ship turned across the harbour as it avoided the larger ships ancored in the fog.

"Anchored Vessel off Port Bow Captain..." Her well experienced Mate pointed out the shadow in the fog to the first time Captain.
"Thank you Mister Dern, duly noted." Captain Thwaket turned in to pass it on the Starboard.

Dern breathed easy as the vessel passed the looming shadow without collision...But only then when the Minnow slipped past the sleeping hulk did they notice the orange glow in the distance.
"What is that? Harbour entrance signal?" Thwaket looked to the first mate for answers.
"Cant be...we're no where close enough to the breakwater..."

The ball of burning pitch passed through the rigging avoiding the sail and carried on toward the sleeping hulk they had slipped past.

"Fireships! Sound the Alarm."

DM Briefing: During a foggy-morning departure from port, Fireships raid the port attempting to burn the ships and buildings. This is an invasion. The PC ship can only hope to avoid the dozen fireships involved in the raid and slip out of Port.
Ecalsneerg

08-20-07, 09:16 AM
We once had a boarding action combat, me as a Transmuter.

"Don't enlarge him! The boats are locked! You'll sink us!"
"But, as you said, we're locked. We could raise them up, and they'd flip when we totally sunk."
"Duuude. We'd be dead!"
"Ok, I'll enlarge our team on thier boat."

Just try to have a lot of combat while swinging on ropes.
Drag0nUL

08-20-07, 10:06 AM
Not too long ago I played in an Eberron campaign as a member of house Lyrandar (for those unfamiliar with Eberron, house Lyrandar deals mostly in air and sea transport)which featured a lot of (air)ship based action.

Among the adventure ideas that my DM used and you could find helpful were:

-The cargo the ship is carrying has something important hidden among the ordinary wares. And somebody/something wants that thing for him self or simply wants to stop the delivery. And the means employed may range from diplomacy and/or threats to sabotage of the ship and outright attack.

-The PC's stumble upon something they weren't supposed to see/find/rescue. In my case I found a stowaway on an island with a barrel of water and a hand crossbow with a single bolt. He proved to be a pirate captain that had lost favor with the pirate lord of those seas and was suppose to die on that island. This (and a few other insignificant details like accidentally killing the son of the said pirate lord) made the 'Ace of Spades' and her crew one of the most hunted things around the region. And the DM discovered how much can a simple druid spell such as wood shape can do if casted at the right place (usually the bottom of the hull of enemy ships) and time.

-Sea monsters of all shapes and kinds. from sahuagin and sharks to mighty kraken they add a sort of exotic flavor to almost any sea-based adventure.