fifty year and still nothing for the sea ? where is all the creative souls out their,, who has not read those tomes of the master and commander or horatio hornblower. heck even Moby Dick .
their are a lot of fun in sea adventures a groups is set in a 35 foot wide 120 foot long three decks of room with 120 other persons , the drama alone is very busy let along the drama of the sea. the down time is for sure a killer unless you understand the sea and the life on a boat in the age of sail. but throw in magic and vast sea teaming with magical fish and well what the heck are you doing crawling around in a dungeon? ever find a ghost ship at sea and realize its an island? , or find an island and realize its a giant sea Dragon? lets not for get about all the underwater fun, got water breathing potion? how about a ship that can dive below the waves magically enchanted to allow the crew to survive? now what your excuse for its boring at sea?
I'm currently running a game after that takes place in my custom Six Sea's. It is home to an ancient orcish empire that once spanned all the islands but collapsed when an Aboleth came and started to sow dissent in the empire leading it to crumble, now humans have taken up home on the islands and founded their own little city states with growing populations of other races as the island trade increases. The players are currently hunting down an Island that is but a rumor, lost to legend as they have been able to dig up that it is home to an immense treasure hoard and is rumored to be on the back of a massive Dragon Turtle which is why no one can find it. They started in the Dominican Sea home of Dominica, provincial Capital, and Loft, largest haven for pirates and others of that ilk. There is the Ortensian Coalition- large island kingdom governed by the 3 largest, the Vallerian Dominance (Dragonborn kingdom- warship Tiamat), The Shattered sea( old capital of orc empire, now the islands are broken by the Aboleth and the orc tribes battle each other for control), the Burning sea- Active Volcanoes, rocky shoals and a portal to the Elemental Plane of Fire and barrier to the Sea of Storms. The Sea of Storms is under the influence of Chaos where Islands appear and vanish, monsters rule, most ships never return though the ones that do usually have incredible stories that are filled with danger, wonder and treasure, not all chaos is evil after all. They found an old map with Orcish runes on it and only the Half orc in the party can see the magic icons that they believe will lead them to treasure. Occasionally an Orc tribe rallies enough orcs and Hobgoblins to be a threat to the civil lands, Elementals and Djinni escape the Flame gate into the material realm, Storms of chaos manage to flow over the barrier islands that keep them trapped.
I wrote a short campaign that took place in the Moonsheas during a time of civil war. I wrote a couple of sea battles in there, but my party ended up electing diplomacy rather than fighting it out (this sort of worked since my original point in the civil war was that neither side was "evil"). Otherwise, most of the action took place on the islands, except for a brief expedition to find an ancient capital on a sunken island, which they had to venture into the Drylands (literally lifted straight from the Earth Sea saga) in order to reach it.
In the end they also had to do battle with a Dragon Turtle (the obvious epic ending for any seaborn adventure). The campaign now has been made into just chapter one of a larger story arc, but I think the group enjoyed it.
Evil Tide, Sea of Blood, and Night of the Shark were a line of stories that had to do with the seas (the first one mainly takes place at a coastal city, not sure of the others)
Wyrmskull Throne takes place almost entirely underwater.
The Sea Devils, Of Ships and the Sea, and Sea of Fallen Stars are all books that help DMs locate adventures on/under the seas.
All of those are 2e, though, so if you wanted to bring them to 5e, you'd have to work a bit to get everything ported over.
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fifty year and still nothing for the sea ? where is all the creative souls out their,, who has not read those tomes of the master and commander or horatio hornblower. heck even Moby Dick .
their are a lot of fun in sea adventures a groups is set in a 35 foot wide 120 foot long three decks of room with 120 other persons , the drama alone is very busy let along the drama of the sea. the down time is for sure a killer unless you understand the sea and the life on a boat in the age of sail. but throw in magic and vast sea teaming with magical fish and well what the heck are you doing crawling around in a dungeon? ever find a ghost ship at sea and realize its an island? , or find an island and realize its a giant sea Dragon? lets not for get about all the underwater fun, got water breathing potion? how about a ship that can dive below the waves magically enchanted to allow the crew to survive? now what your excuse for its boring at sea?
I'm currently running a game after that takes place in my custom Six Sea's. It is home to an ancient orcish empire that once spanned all the islands but collapsed when an Aboleth came and started to sow dissent in the empire leading it to crumble, now humans have taken up home on the islands and founded their own little city states with growing populations of other races as the island trade increases. The players are currently hunting down an Island that is but a rumor, lost to legend as they have been able to dig up that it is home to an immense treasure hoard and is rumored to be on the back of a massive Dragon Turtle which is why no one can find it. They started in the Dominican Sea home of Dominica, provincial Capital, and Loft, largest haven for pirates and others of that ilk. There is the Ortensian Coalition- large island kingdom governed by the 3 largest, the Vallerian Dominance (Dragonborn kingdom- warship Tiamat), The Shattered sea( old capital of orc empire, now the islands are broken by the Aboleth and the orc tribes battle each other for control), the Burning sea- Active Volcanoes, rocky shoals and a portal to the Elemental Plane of Fire and barrier to the Sea of Storms. The Sea of Storms is under the influence of Chaos where Islands appear and vanish, monsters rule, most ships never return though the ones that do usually have incredible stories that are filled with danger, wonder and treasure, not all chaos is evil after all. They found an old map with Orcish runes on it and only the Half orc in the party can see the magic icons that they believe will lead them to treasure. Occasionally an Orc tribe rallies enough orcs and Hobgoblins to be a threat to the civil lands, Elementals and Djinni escape the Flame gate into the material realm, Storms of chaos manage to flow over the barrier islands that keep them trapped.
"The Best Status Effect Is Death" WebDM
I wrote a short campaign that took place in the Moonsheas during a time of civil war. I wrote a couple of sea battles in there, but my party ended up electing diplomacy rather than fighting it out (this sort of worked since my original point in the civil war was that neither side was "evil"). Otherwise, most of the action took place on the islands, except for a brief expedition to find an ancient capital on a sunken island, which they had to venture into the Drylands (literally lifted straight from the Earth Sea saga) in order to reach it.
In the end they also had to do battle with a Dragon Turtle (the obvious epic ending for any seaborn adventure). The campaign now has been made into just chapter one of a larger story arc, but I think the group enjoyed it.
Evil Tide, Sea of Blood, and Night of the Shark were a line of stories that had to do with the seas (the first one mainly takes place at a coastal city, not sure of the others)
Wyrmskull Throne takes place almost entirely underwater.
The Sea Devils, Of Ships and the Sea, and Sea of Fallen Stars are all books that help DMs locate adventures on/under the seas.
All of those are 2e, though, so if you wanted to bring them to 5e, you'd have to work a bit to get everything ported over.