Starting sometime around GenCon I am taking back up the mantle of dungeonmaster, not once but soon twice a week. Naturally I'm going to bring back my long running Hold of the Sea Princes campaign again. The first was a rollicking high seas quest with many exotic locales and high stakes battles. The second was a boisterously fun, yet short lived pirate ship adventure building upon the first. The third was an amazingly fun, retro dungeon crawl under Hokar that also had some good Sea Princes intrigue built in.
What will I do for season four (and five)? What edition will I be using? How will I find time to write two games a week? Good questions, Pray to Pelor for me.
7 comments:
Diplomacy and trade are a break from stereotyped adventuring. The PCs are agents of a Sea Prince and are asked by their patron to help him out in various ways - negotiating a deal with a Wild Coast city mayor, protecting a trading post from natives in the Amedigo Jungle or escorting a cargo ship through pirate-infested waters to reach the Lordship of the Isles.
*Amedio jungle
Throw out the Brotherhood!
LOL Dave, I am gonna pick your brain for ideas, but fortunately I'm running a 576CY campaign. The brotherhood is still laying in secret. ;)
John L: Those all evoke the spirit of the campaign yes! I'm actually pondering expanding into the Lordship of the Isles. It's an area of the Flanaess that is quite untouched canonwise.
Wasn't the UKx series of modules set there?
Awesome! I loved those campaign reports in your archives and am pumped there could be more on the way!
tom: Yes the UK series is set in the Hold. I may try to work one in there somehow.
Jason: That's another thing I'd like to get back to doing. Good reminder!
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