So I've created this campaign world, plenty of quests for the party to do, mapped out every place that the players could possibly wish to go, etc.
But I've realized I have a major problem: this campaign takes place in a world that is mostly ocean.The players are all refugees from an island that used to be the second largest "land kingdom" in the world but has been rendered inhospitable by volcanic eruptions. There are many locations that are located underwater and require a submarine to visit, as such I want the players to have a submarine as early as possible. Any ideas on how to justify this?
I thought maybe they could get kidnapped by pirates and then take over that submarine but I can't think of a way to make that work.
Maybe the pirate ship had a submarine in it to find sunken treasure, and they were weak enough for the party to fight, because they found treasure accidentally one time to afford all their pirate stuff. Maybe a god of oceans sent it to them. Maybe a group of other adventurers give it to them after they wash up on their island and die, or they take it after they die.
I don't see the problem. If you want them to have a submarine, no justification seems required. Just say they escaped their island by submarine. Say they're the Royal Expeditionary Submarine Force. If you want, say an eccentric gnome inventor created a submarine and needed a crew, so he hired your players, but he gets bonked on the head in the first outing and the players take over.
"ships of several nations spot a mysterious sea monster... government assembles an expedition". "After a long search, the ship finds the monster and then attacks the beast, which damages the ship's rudder. The three protagonists are then hurled into the water and grasp hold of the "hide" of the creature, which they find, to their surprise, to be a submarine very far ahead of its era. They are quickly captured and brought inside the vessel, where they meet its enigmatic creator and commander"
Are you worried that the submarine is a technology that does not fit into the tech level of your world? I'm having trouble understanding your question otherwise.
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So I've created this campaign world, plenty of quests for the party to do, mapped out every place that the players could possibly wish to go, etc.
But I've realized I have a major problem: this campaign takes place in a world that is mostly ocean.The players are all refugees from an island that used to be the second largest "land kingdom" in the world but has been rendered inhospitable by volcanic eruptions. There are many locations that are located underwater and require a submarine to visit, as such I want the players to have a submarine as early as possible. Any ideas on how to justify this?
I thought maybe they could get kidnapped by pirates and then take over that submarine but I can't think of a way to make that work.
Maybe the pirate ship had a submarine in it to find sunken treasure, and they were weak enough for the party to fight, because they found treasure accidentally one time to afford all their pirate stuff. Maybe a god of oceans sent it to them. Maybe a group of other adventurers give it to them after they wash up on their island and die, or they take it after they die.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
I don't see the problem. If you want them to have a submarine, no justification seems required. Just say they escaped their island by submarine. Say they're the Royal Expeditionary Submarine Force. If you want, say an eccentric gnome inventor created a submarine and needed a crew, so he hired your players, but he gets bonked on the head in the first outing and the players take over.
From the 20,000 Leagues Under the Sea synopses, if desired:
"ships of several nations spot a mysterious sea monster... government assembles an expedition". "After a long search, the ship finds the monster and then attacks the beast, which damages the ship's rudder. The three protagonists are then hurled into the water and grasp hold of the "hide" of the creature, which they find, to their surprise, to be a submarine very far ahead of its era. They are quickly captured and brought inside the vessel, where they meet its enigmatic creator and commander"
Are you worried that the submarine is a technology that does not fit into the tech level of your world? I'm having trouble understanding your question otherwise.