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Adventure Starters #2

Strangers On A Boat Competing Adventurers

A great way to start a campaign or story is having the party A way I love to start adventures with a group is to act it out in
separately traveling to a new destination from point A to point a few different parts before the party actually meets for the
B for their own various personal reasons. The session would first time. A great example is 2 different groups of
start out with all members at sea or travelling down a wide adventurers working towards the same goal but for
river or channel on a passenger ship/ferry. This will be a potentially different reasons. A great way of doing this is
great opportunity to almost force the party to interact with splitting your party into your more academic group, your
one another on a ship as it will probably only be carrying a wizard, sorcerer, cleric, etc. And having a group with your
few dozen or so passengers. In a larger group of players you fighter, ranger, rogue, barbarian, bard etc.
could ask one player where and what they would be doing on The adventure could start out with team academics being
the ship and play that out to them running into a second party hired by a local wizards guild or a powerful family looking
member. Create a couple different interactions amongst the at uncovering more information about a lost powerful item
players before progressing with the initial story. After which a or weapon or artifact, a long lost ancient scroll of power. A
variety of options could unfold. new day begins with them exploring a large new chamber
While a few of the party members are chatting and getting of the tomb or site they are studying. Eventually either
to know one another as the DM you could be pointing out through serious investigating or clues left through text or
several shady looking characters on the ship as well, pictographs the party discovers a possible secret chamber
perhaps all dressed alike. If a party member explores the door in the form of a part of a wall panel that needs to be
ship they will notice that several of these people moved. The party members would not be strong enough to
congregating in the cargo hold almost to be on the lookout move it. Cut scene to the other group of adventures having
or protecting something. Something could threaten the just sneaked into the tomb knowing that there is some
ship causing these secretive cloaked figures to reach out excavating going on. They are looking at looting and
to a few members of the party promising gold to aid them potentially finding a nice little payday in the form of gold
in protecting them. Perhaps they are members of a thieves or jewels. They enter a room in the tomb that would have
guild transporting illegal or stolen goods. Perhaps they something of value that the party would want to grab,
are a group of nobles having to travel in disguise or a perhaps a throne chair with a skeleton in a nicer suit of
group of merchants transporting a powerful artifact. armor or holding a nice sword sheathed. Something
Pirates! Alarms start sounding, the crew panicking and would trigger and activate a trap that would turn the room
running every which way. Finally you hear that dreaded floor to sand and the party would fall as there would be
word.. PIRATES!! A pirate ship could be advancing nothing in the room to hold onto. This could be an
towards the party's ship. The pirates could be human and activation of a self defense mechanism like the boulder in
are out to steal everything of value on the ship including Indiana Jones for example. The group would fall through
the parties items and gold. The pirates could be Orcs and the floor into the main chamber perhaps taking a little
will be out to kill and loot everything in site. The ship will damage because they would fall onto a large pile of sand
not be able to outrun the pirates vessel and eventually will infront of the other members of the party. There could be
be boarded and is a great way to push the group right into a brief exchange of "what are you doing here's" until
combat. The captain of this ship will reach out to several something would arise that the group would now have to
members of the party asking for aid to fight off the pirates deal with, perhaps a mummy coming out of a nearby
as several of the crew take up arms. The party could also sealed coffin, or rising skeletons as an ancient defense
stand back and do nothing potentially as the pirates magical spell. After the chaos ends the party could then
advance and as a DM you can have the backup plan of the deal with the door found with the help of their new friends
party being offered a job with the pirates or walk a plank, potentially. Depending on what is found. This could lead to
or be left in a sinking ship, which is a great way to start a all kinds of negotiating between members depending on
pirate campaign. Or can act as a way to get the party to what each person's goals are. Depending on where you
where you need them to go for your campaign. want the adventure to go to next they could discover an
Other ideas include the ship being threatened by a pack of item that needs to be returned to a powerful noble or
Kuo-toa, merfolk, lost through an aisle and several of the something that needs to be transported to a specific
crew lost to mermaids with the party having to help work wizards guild far away. An old scroll written in an ancient
the ship back to its port or nearby land etc. form or elvish, dwarvish, giant, something that would
overlap into your next planned adventure. The
adventuring side of the group will want to be paid and the
hopefully the wizards sorcerers etc will want answers.

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