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If you're Ed, Francis, Halden, John or Teddy or Victor, Ron, Henson, Gus or Jamethin, please don't read any further.
So I'm soon going to be starting a sea-based campaign in a relatively high-magic world. They start at level 9 and get 1 rare, 2 uncommon and 2 common magical items, and 5000gp with which to buy anything other than permanent magical items, including armor, weapons, potions, scrolls, etc.
The plot hook is that because of some individually determined reason, each PC will be joining this long voyage to explore unknown lands on a prototype ship powered mostly by magical constructs and crewed by unseen servants thus eliminating the need for most deck hands. It will be equipped with a few cannon-esque magical weapons that shoot blasts of magical force (eldritch blast on steroids).
Currently, for NPCs I've got a tabaxi bard captain, gnome lore master wizard mage, halfling barbarian cook, lizardfolk cleric engineer, three rogue/fighter lookouts and scouts, one aarakocra, one winged feral tiefling and one avariel (winged elf) and a small contingent of sea elf infantrymen. I plan to have the PCs take over roles such as first mate, bosun, weapons master, navigator, pilot etc.
I've got a few major encounter NPCs planned out too: a dwarf gloom stalker rogue officer planning a mutiny, a warforged sun soul monk captain of a pirate ship, a half-elf conquest paladin commandeer of a foreign country and a hobgoblin illusionist wizard commanding a kraken.
How does that sound? Would this be a fun and interactive adventure? Any suggestions for additions to friendly and encounter NPCs? Needless to say I'm not following PC creation rules for the NPCs.
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