Don't worry i'm only using some sea of thieves content but mainly using the basic idea.
Overview of the world
Not necessary to read but here if you want it
The Sea of Thieves is a pocket dimension which connected to our earth in 1670, the golden age of piracy. The Sea of Thieves was notorious for being incredibly hard to get to and from, one would have to sail through a storm so powerful, legend has it that it sunk the island it appeared over. This storm was so dangerous and so hard to navigate that some pirates sold their souls to the devil in order to pass through safely, earning it the name, The Devils Shroud. You may ask,“Why did so many people risk going through The Devils Shroud to get to The Sea of Thieves?” Well it’s called The Sea of Thieves for a reason, it’s seemingly endless untouched islands were perfect for a pirate to hide his treasure, but pirates were not the only ones to travel there. Merchants came for the natural resources and spices, Some came to claim the islands for their homelands and others came for the mystery. The mysteries of The Sea of Thieves captivated many, tales of sharks the size of a galleon, squid that could drag a boat to the depths in seconds, cave paintings of giant crab and people worshipping these mighty creatures, statues of mermaids and rock formations too large for any men to make. Unfortunately, nothing gold can stay, if you can call the harrowing journey to The Sea of Thieves gold. Six years after The Devils Shroud suddenly appeared, it vanished, the storm cleared and all those people sailing The Sea of Thieves were trapped. The Devils Shroud now borders The Sea of Thieves, making sure that no one can get back to the world they once knew. People have tried sailing through but any crew that sails through The Devils Shroud dissapears and their ship returns battered with torn sails and crewed by the undead.
The main plot line would be finding the four maps of The Sea of Thieves that will lead the party to the Shroudbreaker which breaks The Devils Shroud, crazy right? Most of the campaign will be sandbox, i've come up with plenty of hooks and I can also draw from the game if need be, none of my players have ever played Sea of Thieves so I don't think I have anything to worry about.
Really all i'm looking for is advice for running sandbox in an sea/island setting and thoughts about a Sea of Thieves style campaign.
So, of I understand correctly, you are looking for ideas on how to provide a sandbox experience in this sort of setting?
My advice would be to create islands with towns on them, with distinct flavors. A culture to explore. Feel free to base it on real islands with a fantasy twist. It gives the players places to explore and you'll have the write ups.
Draw a map so you can plot where they are and give them options if they get lost.
I do play sea of thieves and I am working on converting sea of thieves to dnd. I would be interested working together if you would like to create something big. But I would say to use something like this: for me I would say use the ferrymen as a main plot. Maybe he was the one that made the shroud appear but once he did he was cursed by having to return souls back to the world of the living accept for the ones that are taken by his shroud which he sends back as mindless monster with no purpose but to send more souls to him. Maybe once he has returned enough souls the shroud will disappear and he will go back to what he once was-a man who found somethin far bigger than him but he went to deep and all the sea he has traveled was captured in the shroud punished by his mistakes. Or maybe the ferrymen is a being much higher up in the food chain who gave up his powers to protect that part of the sea and if the shroud is broken the players find nothing but sorrow, monsters, and the remorse of a world the person who loved it so dearly failed to protect.
Anywho this is just one of my personal theories that I think would be really fun to play or DM in a champaign. I figured the party could piece together clues found on their adventures such as an unnamed captains log on a liberated ghost ship or a message hidden in an unknown song.
Whelp I'm about to bust I just used a lot of braincells at once but I hope you are satisfied with this! If you are or want more feedback respond and I'll keep this bookmarked and check often
That is all for now! Sincerely, homebrew lord
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Don't worry i'm only using some sea of thieves content but mainly using the basic idea.
Overview of the world
Not necessary to read but here if you want it
The Sea of Thieves is a pocket dimension which connected to our earth in 1670, the golden age of piracy. The Sea of Thieves was notorious for being incredibly hard to get to and from, one would have to sail through a storm so powerful, legend has it that it sunk the island it appeared over. This storm was so dangerous and so hard to navigate that some pirates sold their souls to the devil in order to pass through safely, earning it the name, The Devils Shroud. You may ask,“Why did so many people risk going through The Devils Shroud to get to The Sea of Thieves?” Well it’s called The Sea of Thieves for a reason, it’s seemingly endless untouched islands were perfect for a pirate to hide his treasure, but pirates were not the only ones to travel there. Merchants came for the natural resources and spices, Some came to claim the islands for their homelands and others came for the mystery. The mysteries of The Sea of Thieves captivated many, tales of sharks the size of a galleon, squid that could drag a boat to the depths in seconds, cave paintings of giant crab and people worshipping these mighty creatures, statues of mermaids and rock formations too large for any men to make. Unfortunately, nothing gold can stay, if you can call the harrowing journey to The Sea of Thieves gold. Six years after The Devils Shroud suddenly appeared, it vanished, the storm cleared and all those people sailing The Sea of Thieves were trapped. The Devils Shroud now borders The Sea of Thieves, making sure that no one can get back to the world they once knew. People have tried sailing through but any crew that sails through The Devils Shroud dissapears and their ship returns battered with torn sails and crewed by the undead.
The main plot line would be finding the four maps of The Sea of Thieves that will lead the party to the Shroudbreaker which breaks The Devils Shroud, crazy right? Most of the campaign will be sandbox, i've come up with plenty of hooks and I can also draw from the game if need be, none of my players have ever played Sea of Thieves so I don't think I have anything to worry about.
Really all i'm looking for is advice for running sandbox in an sea/island setting and thoughts about a Sea of Thieves style campaign.
So, of I understand correctly, you are looking for ideas on how to provide a sandbox experience in this sort of setting?
My advice would be to create islands with towns on them, with distinct flavors. A culture to explore. Feel free to base it on real islands with a fantasy twist. It gives the players places to explore and you'll have the write ups.
Draw a map so you can plot where they are and give them options if they get lost.
Hope this helps.
I do play sea of thieves and I am working on converting sea of thieves to dnd. I would be interested working together if you would like to create something big. But I would say to use something like this: for me I would say use the ferrymen as a main plot. Maybe he was the one that made the shroud appear but once he did he was cursed by having to return souls back to the world of the living accept for the ones that are taken by his shroud which he sends back as mindless monster with no purpose but to send more souls to him. Maybe once he has returned enough souls the shroud will disappear and he will go back to what he once was-a man who found somethin far bigger than him but he went to deep and all the sea he has traveled was captured in the shroud punished by his mistakes. Or maybe the ferrymen is a being much higher up in the food chain who gave up his powers to protect that part of the sea and if the shroud is broken the players find nothing but sorrow, monsters, and the remorse of a world the person who loved it so dearly failed to protect.
Anywho this is just one of my personal theories that I think would be really fun to play or DM in a champaign. I figured the party could piece together clues found on their adventures such as an unnamed captains log on a liberated ghost ship or a message hidden in an unknown song.
Whelp I'm about to bust I just used a lot of braincells at once but I hope you are satisfied with this! If you are or want more feedback respond and I'll keep this bookmarked and check often
That is all for now! Sincerely, homebrew lord