As I've mentioned in a few posts, I ran a second demo for WFRP, involving regularly generated PCs and a RE Howard-inspired adventure involving a Slann laboratory, arcane transmuting device, and mutinous pirates. The party is heavy on the roleplaying and very fractious - a pair of Dwarfs (a fighter and a grumbly, scholarly type), an unhinged, conspiracy-theorist Bright wizard, a priestess of Shallya, and an estranged Waywatcher.
After the first adventure, the characters have found themselves with an armload of transmuted gold and back on the ship (a small caravel; a lateen-rigged analogue of Columbus' Nina). They sided with the ship's First Mate after a sixth "new recruit" killed the captain , and escaped the damaged laboratory with the remainder of the crew (as the island was pulled into the Realm of Chaos). This island is just south of the Arabyan peninsula, at the northern edge of the Southlands. It is just out of sight of land.
I've established a theme of teasing the supernatural, or having creepy, supernatural settings, but with antagonists that are very, firmly, mundane. Keeping that in mind, a few adventure seeds I'm working on fleshing out (story and mechanics-wise):
- Sailing challenges; the characters are not sailors, but signed up on the ship for various (mostly inebriated) reasons. Considering about half of the two-dozen strong crew died during the mutiny and escaping the Slann lab, so I'd like a few challenges that involve sailing; perhaps with other challenges laid on top.
- Dark Elf raiders; I'd like to build a few-session story arc involving the sighting and subsequent escape from a Druchii raider ship. The challenge here: figuring out *how* a half-crewed caravel escapes from a Druchii raiding ship. I'm not sure how to make this believable without the characters having to fight them… or surviving in the first place.
- Forced to shore. Perhaps a result of the above, or maybe a lack of supplies, the characters have to attempt overland travel. There is an Empire colony at the northernmost end of the Southlands' jungles; this may be a goal for them to get to, whether on foot or with the ship.
Any thoughts on how to flesh these out? In particular, I'd like to structure the whole story arc as the characters trying to survive long enough to get back to civilization, ideally with the gold they have, and pursued by *something* (likely a crew of Dark Elves trying to hunt them down). I'm stuck on how they can be aware of the Dark Elves, but have a reasonable chance of escaping them, without skewing into too much Deus Ex Machina. I'd like to keep it relatively mundane otherwise, with natural hazards, madness, and being the new guys in a skeleton crew of cuthroat pirates the primary challenges.