Hello everyone. I am looking for an urban adventure to drop into my campaign. I need my players to get off an island in the middle of nowhere and end up in a coastal town. Since we play next Tuesday, I really need something I can drop into the campaign without too much work, not just a hook. I have several ideas for how they can get off the island (although ultimately that is there problem not mine) but need something interesting for them to do when they hit the mainland.
For background, these are barbarians from the Antarctic who worship a god not found in the rest of the world. They have never left the Antarctic, until recently, when they ended up shipwrecked on a tropical island. They are mid level and this is a relatively low magic world.
Any suggestions?
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I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
I think I'm posting this too late for your session....but both Ghosts of the Saltmarsh (a 5e campaign book) and Dragon's of Stormwreck Isle (in the new Starter Set) should have coastal cities/towns. Unfortunately, I don't own either, so I don't know how "urban" these would be. At the very least, they might have something you could just re-skin and drop somewhere with a new name, etc.
Also late to the table, however if your looking in the future you might can check out Ten City Adventures over on the Dungeon Masters Guild. I think it's PWYW. Has some more city based mystery/crime solving adventures if memory serves me correctly.
I think the biggest problem I have with this request is the idea that it can be completed in 2 to 3 hours. I did a back to back combat encounter (this was nothing but combat: no roleplaying, investigation, etc.). It took 4 hours and that was on a VTT with a professional DM, 5 players in total, and automated tools. Any adventure that can be somehow accomplished in 2 to 3 hours cannot be worth playing. It sounds more like you should expect an audio book.
I respectfully disagree with you Appellion. We play short adventures most weeks that run 2-3 hours. There is no grand plot and the single adventure does not continue into a larger story, BUT there are elements of role playing, combat, puzzle solving, exploration and treasure in each adventure.
I also run a long campaign and those sessions also run 3 hours, but we play many sessions to complete the campaign. The biggest difference, is that the main campaign DOES have a grand plot that unfolds over multiple sessions.
Rollback Post to RevisionRollBack
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Hello everyone. I am looking for an urban adventure to drop into my campaign. I need my players to get off an island in the middle of nowhere and end up in a coastal town. Since we play next Tuesday, I really need something I can drop into the campaign without too much work, not just a hook. I have several ideas for how they can get off the island (although ultimately that is there problem not mine) but need something interesting for them to do when they hit the mainland.
For background, these are barbarians from the Antarctic who worship a god not found in the rest of the world. They have never left the Antarctic, until recently, when they ended up shipwrecked on a tropical island. They are mid level and this is a relatively low magic world.
Any suggestions?
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
I think I'm posting this too late for your session....but both Ghosts of the Saltmarsh (a 5e campaign book) and Dragon's of Stormwreck Isle (in the new Starter Set) should have coastal cities/towns. Unfortunately, I don't own either, so I don't know how "urban" these would be. At the very least, they might have something you could just re-skin and drop somewhere with a new name, etc.
Also late to the table, however if your looking in the future you might can check out Ten City Adventures over on the Dungeon Masters Guild. I think it's PWYW. Has some more city based mystery/crime solving adventures if memory serves me correctly.
I think the biggest problem I have with this request is the idea that it can be completed in 2 to 3 hours. I did a back to back combat encounter (this was nothing but combat: no roleplaying, investigation, etc.). It took 4 hours and that was on a VTT with a professional DM, 5 players in total, and automated tools. Any adventure that can be somehow accomplished in 2 to 3 hours cannot be worth playing. It sounds more like you should expect an audio book.
Thanks guys.
I respectfully disagree with you Appellion. We play short adventures most weeks that run 2-3 hours. There is no grand plot and the single adventure does not continue into a larger story, BUT there are elements of role playing, combat, puzzle solving, exploration and treasure in each adventure.
I also run a long campaign and those sessions also run 3 hours, but we play many sessions to complete the campaign. The biggest difference, is that the main campaign DOES have a grand plot that unfolds over multiple sessions.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Fair enough, I just guess I’d have to see it to believe it.