Anyone have any recommendations for some good pirate/high seas adventures or side missions? I'm getting desperate at this point, lol
A little background: Very very early on, I think they were level two at that point, my players were in Neverwinter and one of the players (first time player, playing a rogue) decided they wanted to go down to the docks, find a bar, and do some pick pocketing and shenanigans because it "would be funny". I don't like saying no to things unless they make absolutely no sense within the internal logic of our game or would break the game, I want the players to shape their story, but between that and some other comments and actions, she was definitely moving in a murderhobo direction and I wanted to show her early on that character actions have consequences even if its funny to do something in the moment, so that if she did decide to pursue that approach, she'd understand it would affect how things play out.
Long story short, she pick pocketed the wrong person, got caught, had to have a knife throwing duel, managed to turn that in to a whole fiasco triggering a brawl between to different crews of sailors and the party had to sneak out the back through the kitchen by the trash cans and skulk away in the night. After that I had this great idea (well, I thought it was great anyway, this may turn in to a whole boondoggle) that this could be a fun triggering event for a fun hook for a character building side adventure for that character.
Over the next several months, anytime they'd be back in neverwinter, I started seeding in background flavor and gossip from NPC's that a war had broken out between a bunch of different pirate clans, triggered by a bar brawl caused by some half elf rogue.
My general idea was that Rinan's (the PC) shenanigans triggered that fight between those two crews, which just ignited already simmering tensions between a bunch of pirates. The war has been raging for months, with some clans being wiped out entirely, some getting stronger, and merchant trade and vessels caught in the middle. As the war has ground on, two clans have risen as the two major, strongest ones, the Bloody Kraken Clan and the Black Crow Clan. The captain of the one crew, which is the one she tried to pick pocket and it all went wrong, has risen to be the head of the Bloody Kraken Clan because of the war.
And that's basically as far as I have gotten. I've been wracking my brain for weeks trying to come up with some kind of story out of that to happen when the party sets sail for Waterdeep for the next step on their main quest. I thought maybe the pirates can capture the party and need them to do something for them as a mission or challenge, but I can't figure out anything that makes sense. I thought maybe they could need Rinan for some reason as the symbolic starter of all of it to be able to negotiate a peace treaty between the clans, but that doesn't really give them anything to do as a party, no MacGuffin to have to go find or anything.
Now they party is set to set sail in probably two weeks, I think next weeks session will wrap up their current mission and they will be ready to set sail for their next step the week after, so I am getting desperate so I'm hoping I can maybe find an adventure I could just adapt. I've looked at a couple prate themed adventures on DMG, but there are so many, I was hoping folks would have some recommendations on ones they've run themselves already and liked?
Actually, I think you have the perfect side mission of sorts, lol. As well as a really good way to drive home the consequences point. You may have to play it carefully, as there is a chance it could really get her in trouble, but...
when the party sets sail for Waterdeep for the next step on their main quest
the two major, strongest ones, the Bloody Kraken Clan and the Black Crow Clan.
You have some third clan or street urchin looking to get in wise spot and identify her, then do a whole thing for a couple days before they leave of all the party feeling like there are eyes on them. They can do perception checks, but give it a high DC. If they succeed, they spot sailors and pirates, always back a ways, looking like they are doing something else. And when you mention them, mention something else: strange people in black robes, who are all looking around and staring at everything, including the party.
The strange people in black robes are just strange people in black robes that have nothing to do with the party, they are a red herring to throw folks off the pirate slant. You can use tem for a later hook if you need.
So, day comes for them to leave, and a lot is going on as they get on the ship. The captain will even say something like "welcome aboard, let's hope yer worth the trouble!" Be sure to go into a description of the ship, Strong, seaworthy, well armed with four cannons (four stations). Grab stats from the Saltmarsh set (you can buy vehicles separately if you use DDB).
Well, these are pirates, and docks are a small world kind of space, lol. So they will know what ship, when it leaves, and they may just leave the night before -- because if the Black Crow Clan catches her, they can "win" by forcing peace through giving her to the krakens. The Kraken's not only know this, but they also want to get revenge.
And what do pirates do? They pirate ships, of course.
What happens when on their way to the new place their ship is attacked by two pirate vessels at the same time?
The outcome can be left open, it can settle the fight by having one side or other go down, or it could result in disaster (a la the new intro "free adventure".).
Lots of yelling about her being the crux of it -- and the captain will stand by her though some crew may glance sidelong -- but if stuff gets really hairy, the cap'n might decide she's not worth his ship.
Lot's of potential drama, a high seas thing (if you have chase rules you could even add a chase, and use rules for the cannons firing and damage to ships and all that stuff), and everyone will know this arose out a lark, and so makes it all feel natural and part of the "planned" adventure.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Actually, I think you have the perfect side mission of sorts, lol. As well as a really good way to drive home the consequences point. You may have to play it carefully, as there is a chance it could really get her in trouble, but...
when the party sets sail for Waterdeep for the next step on their main quest
the two major, strongest ones, the Bloody Kraken Clan and the Black Crow Clan.
You have some third clan or street urchin looking to get in wise spot and identify her, then do a whole thing for a couple days before they leave of all the party feeling like there are eyes on them. They can do perception checks, but give it a high DC. If they succeed, they spot sailors and pirates, always back a ways, looking like they are doing something else. And when you mention them, mention something else: strange people in black robes, who are all looking around and staring at everything, including the party.
The strange people in black robes are just strange people in black robes that have nothing to do with the party, they are a red herring to throw folks off the pirate slant. You can use tem for a later hook if you need.
So, day comes for them to leave, and a lot is going on as they get on the ship. The captain will even say something like "welcome aboard, let's hope yer worth the trouble!" Be sure to go into a description of the ship, Strong, seaworthy, well armed with four cannons (four stations). Grab stats from the Saltmarsh set (you can buy vehicles separately if you use DDB).
Well, these are pirates, and docks are a small world kind of space, lol. So they will know what ship, when it leaves, and they may just leave the night before -- because if the Black Crow Clan catches her, they can "win" by forcing peace through giving her to the krakens. The Kraken's not only know this, but they also want to get revenge.
And what do pirates do? They pirate ships, of course.
What happens when on their way to the new place their ship is attacked by two pirate vessels at the same time?
The outcome can be left open, it can settle the fight by having one side or other go down, or it could result in disaster (a la the new intro "free adventure".).
Lots of yelling about her being the crux of it -- and the captain will stand by her though some crew may glance sidelong -- but if stuff gets really hairy, the cap'n might decide she's not worth his ship.
Lot's of potential drama, a high seas thing (if you have chase rules you could even add a chase, and use rules for the cannons firing and damage to ships and all that stuff), and everyone will know this arose out a lark, and so makes it all feel natural and part of the "planned" adventure.
Thats some great thoughts! I actually found a one off someone put together of Treasure Island that is really good, I think I am going to take that and adapt it along these lines with her as the crux of it, it should be fun, thanks!!
Anyone have any recommendations for some good pirate/high seas adventures or side missions? I'm getting desperate at this point, lol
A little background: Very very early on, I think they were level two at that point, my players were in Neverwinter and one of the players (first time player, playing a rogue) decided they wanted to go down to the docks, find a bar, and do some pick pocketing and shenanigans because it "would be funny". I don't like saying no to things unless they make absolutely no sense within the internal logic of our game or would break the game, I want the players to shape their story, but between that and some other comments and actions, she was definitely moving in a murderhobo direction and I wanted to show her early on that character actions have consequences even if its funny to do something in the moment, so that if she did decide to pursue that approach, she'd understand it would affect how things play out.
Long story short, she pick pocketed the wrong person, got caught, had to have a knife throwing duel, managed to turn that in to a whole fiasco triggering a brawl between to different crews of sailors and the party had to sneak out the back through the kitchen by the trash cans and skulk away in the night. After that I had this great idea (well, I thought it was great anyway, this may turn in to a whole boondoggle) that this could be a fun triggering event for a fun hook for a character building side adventure for that character.
Over the next several months, anytime they'd be back in neverwinter, I started seeding in background flavor and gossip from NPC's that a war had broken out between a bunch of different pirate clans, triggered by a bar brawl caused by some half elf rogue.
My general idea was that Rinan's (the PC) shenanigans triggered that fight between those two crews, which just ignited already simmering tensions between a bunch of pirates. The war has been raging for months, with some clans being wiped out entirely, some getting stronger, and merchant trade and vessels caught in the middle. As the war has ground on, two clans have risen as the two major, strongest ones, the Bloody Kraken Clan and the Black Crow Clan. The captain of the one crew, which is the one she tried to pick pocket and it all went wrong, has risen to be the head of the Bloody Kraken Clan because of the war.
And that's basically as far as I have gotten. I've been wracking my brain for weeks trying to come up with some kind of story out of that to happen when the party sets sail for Waterdeep for the next step on their main quest. I thought maybe the pirates can capture the party and need them to do something for them as a mission or challenge, but I can't figure out anything that makes sense. I thought maybe they could need Rinan for some reason as the symbolic starter of all of it to be able to negotiate a peace treaty between the clans, but that doesn't really give them anything to do as a party, no MacGuffin to have to go find or anything.
Now they party is set to set sail in probably two weeks, I think next weeks session will wrap up their current mission and they will be ready to set sail for their next step the week after, so I am getting desperate so I'm hoping I can maybe find an adventure I could just adapt. I've looked at a couple prate themed adventures on DMG, but there are so many, I was hoping folks would have some recommendations on ones they've run themselves already and liked?
For one-shots, I like to hit up one-page dungeon creators. Here are some fun options from Trillema Adventures.
https://blog.trilemma.com/2020/01/the-incursion-egg.html
https://blog.trilemma.com/2018/02/sirens-of-sea-and-blood.html
https://blog.trilemma.com/2015/04/the-lanter-of-wyv.html
Hope some of these work for you. For the most part, the monsters are just plug-and play with similar monsters here on D&D Beyond.
Actually, I think you have the perfect side mission of sorts, lol. As well as a really good way to drive home the consequences point. You may have to play it carefully, as there is a chance it could really get her in trouble, but...
You have some third clan or street urchin looking to get in wise spot and identify her, then do a whole thing for a couple days before they leave of all the party feeling like there are eyes on them. They can do perception checks, but give it a high DC. If they succeed, they spot sailors and pirates, always back a ways, looking like they are doing something else. And when you mention them, mention something else: strange people in black robes, who are all looking around and staring at everything, including the party.
The strange people in black robes are just strange people in black robes that have nothing to do with the party, they are a red herring to throw folks off the pirate slant. You can use tem for a later hook if you need.
So, day comes for them to leave, and a lot is going on as they get on the ship. The captain will even say something like "welcome aboard, let's hope yer worth the trouble!" Be sure to go into a description of the ship, Strong, seaworthy, well armed with four cannons (four stations). Grab stats from the Saltmarsh set (you can buy vehicles separately if you use DDB).
Well, these are pirates, and docks are a small world kind of space, lol. So they will know what ship, when it leaves, and they may just leave the night before -- because if the Black Crow Clan catches her, they can "win" by forcing peace through giving her to the krakens. The Kraken's not only know this, but they also want to get revenge.
And what do pirates do? They pirate ships, of course.
What happens when on their way to the new place their ship is attacked by two pirate vessels at the same time?
The outcome can be left open, it can settle the fight by having one side or other go down, or it could result in disaster (a la the new intro "free adventure".).
Lots of yelling about her being the crux of it -- and the captain will stand by her though some crew may glance sidelong -- but if stuff gets really hairy, the cap'n might decide she's not worth his ship.
Lot's of potential drama, a high seas thing (if you have chase rules you could even add a chase, and use rules for the cannons firing and damage to ships and all that stuff), and everyone will know this arose out a lark, and so makes it all feel natural and part of the "planned" adventure.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Thats some great thoughts! I actually found a one off someone put together of Treasure Island that is really good, I think I am going to take that and adapt it along these lines with her as the crux of it, it should be fun, thanks!!
These are greats, thanks!