Good Afternoon, All:
Now that the old house is almost ready to be put on the market, and I've moved into a new place, I feel like I can start to focus on my writing once again. Most of my gaming collection should be going on eBay with the next few weeks, and I'll be sure to post info here once it's up and running.
I could resume the Isles of the Saharan Sea campaign setting development, but I'm almost done with it, at least at this point. I think I have enough to get started with a campaign, between the work I've posted and some work I've done at home. Well, almost enough. I probably could use a "First Adventure" to kick things off, just to make it easier.
So, what should be in a "First Adventure" for such a setting? I'd likely want to introduce the main antagonist of the setting, and make allusions to the two other major villains. I'd want to explore the concept of a hollow earth setting, and I'd want to make that integral to the entire adventure, if I could figure out a way. I'd want to introduce the concept that all non-perishable magic items are non-standard and unique. And I'd want the adventure to end with the players having their own ship, so that they could travel around the setting of their own accord.
So that first adventure should have ninjas, a gorilla-man naval patrol, some pilgrims seeking Mavarasha, an issue where perpetual daylight is either the cause of the problem or the solution to one, one permanent magic item and someone to introduce the concept of unique items, and a small sailing ship capable of piracy, should the mood take the party after the adventure is said and done.
Hmmm, how about this? A merchant, a recent survivor of one of Mavarasha's attacks, approaches the party, asking them to strike against some pirates that have captured one of his ships and stolen a magic item. He explains the rarity of such, introducing the concept of unique weapons, and offers them a small ship from his merchant fleet if they can retrieve the item. (That's how rare these items are, or how bad off the ship is.) The problem: they can't approach the island where the ship is moored without being seen, because of the perpetual daylight and the concave nature of the surface of the World Within. The merchant mentions that he tried to hire the Black Rose to fetch it, but they wouldn't accept his payment. The party encounters a gorilla-men naval patrol en route to the island. The party will have to find a way to get past the patrol, and either negotiate with the pirates or overcome them (hehehe, yeah, right) to get the item and save the day. The pirates do have some slaves, including pilgrims of Thanatos seeking out Mavarasha to join his crusade. (If the merchant finds out the party helped the pilgrims, he may be sorely upset, given his previous encounter with Mavarasha.)
Well, it's rough, but in a sandbox campaign, sometimes rough is okay. I'm sure more ideas will come to me over the course of the next few months. Of course, the guys may simply change their minds and go with something akin to Odyssey Prime, a cross-genre romp through gates to visit worlds of fantasy, sci-fi, pulp and horror in a quest to save humanity from an impending apocalypse. Players can be a fickle bunch at times, but either way, I feel I'm up for the challenge.
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