MichielHagen
2017-03-16, 07:44 AM
Hello,
without getting into much details.
My party wants to go to Island A (which is inhabited by giants), but has made a deal with a very dubious shipman.
The shipman instead will go to Island B, for which he does not have to travel to the dangerous waters. The party does not know Island A, so will most likely not know they arrive at island B, altough they have gotten hints that the shipman is not to be trusted.
Anyway, my plan so far is to have the shipman leave as soon as the party goes ashore. Not sure if the party will fall for that, but also not sure how much of a choice they have, unless they leave someone of the party behind, or take the crew with them. But that last one the crew will not agree upon, unless somehow forced, in that case i am not sure how the captain will try to trick the party.
On island B i plan to have Gnomes there. If the party is left behind, the Gnomes will have an invention similar to a hot air balloon with which they can travel (with the help of party fly-magic) to Island A.
I have two problems:
1. What if the actions of the party are not allowing the ship to leave. Not sure what to do with the story then, just let the captain go to island A after all? the party is much stronger than the ships crew so i guess they do not have much of a choice. What are other ways to potentially trick the party?
2. I need some action on Island B, maybe the Gnomes will want the monster that lives in the Volcano or so to be killed, before they help them.
without getting into much details.
My party wants to go to Island A (which is inhabited by giants), but has made a deal with a very dubious shipman.
The shipman instead will go to Island B, for which he does not have to travel to the dangerous waters. The party does not know Island A, so will most likely not know they arrive at island B, altough they have gotten hints that the shipman is not to be trusted.
Anyway, my plan so far is to have the shipman leave as soon as the party goes ashore. Not sure if the party will fall for that, but also not sure how much of a choice they have, unless they leave someone of the party behind, or take the crew with them. But that last one the crew will not agree upon, unless somehow forced, in that case i am not sure how the captain will try to trick the party.
On island B i plan to have Gnomes there. If the party is left behind, the Gnomes will have an invention similar to a hot air balloon with which they can travel (with the help of party fly-magic) to Island A.
I have two problems:
1. What if the actions of the party are not allowing the ship to leave. Not sure what to do with the story then, just let the captain go to island A after all? the party is much stronger than the ships crew so i guess they do not have much of a choice. What are other ways to potentially trick the party?
2. I need some action on Island B, maybe the Gnomes will want the monster that lives in the Volcano or so to be killed, before they help them.