New Beginnings Adventure

By Noahjam325, in Genesys

Copied from reddit...

So I've completed the PDF of my custom setting Gentlemen of Fortune: Fantasy on the High Seas .

https://community.fantasyflightgames.com/topic/277866-gentlemen-of-fortune-fantasy-on-the-high-seas/

https://drive.google.com/open?id=1cqKgLJE-IWOEr_OfhSLpnApMaWqyAk2f

This includes a premade adventure I've created. Because I think every system should come with a premade adventure that helps GM's and players get a handle on the game or setting. While I know not everyone will be interested in my system I do know that a lot of people are hungry for premade adventures using Genesys. So while I advise anybody interested in a pirate fantasy check out my system. I've copied the adventure I made and placed it into its own PDF as well. I hope others looking for premade adventures will be able to use what I've worked on to help create adventures for their own games.

With just a swap of a few setting specific skills and maybe a change in introduction anybody should be able to use this document in any fantasy themed campaign. Some of those changes are...

Arcane = Voodoo

Divine = Celestial

Primal = Primordial

Verse = Minstrel

Carpentry & Smithing = Mechanics

Sailing = Operating & Piloting (depending on silhouette)

There are some sections that reference items or ships found in the Gentlemen of Fortune: Fantasy on the High Seas PDF.

This took my players 4 sessions with each session lasting about 4 hours, and I apologize for any typos or formatting errors. I will continue to update the main GoF: FotHS PDF as I correct them, but I won't be updating the individual adventure PDF. Without further ado linked below is a PDF with just the adventure.

Note: While this adventure should mostly work without too much effort on the GM's part, each Act is specifically designed with multiple endings and ways to solve them to give the players a lot of options. The main goal of this adventure is to introduce them to the mechanics of Genesys, the GoF: FotHS setting, and make them feel like they have control over the story.

https://drive.google.com/open?id=1_R5xst7roYiSa2zt_Is5utciaBnQWmfb

My players had a truly epic conclusion with this one. They managed to befriend Huxley and he joined them on Jacobs ship with some bolstered militia from Haven. They took on the Rancid Reef directly and with the aid of some expert teamwork and magical assistance they managed not only to sink her, but a large number of threat over the course of the encounter opened a permanent magical rift just off the shore of the island. Then they went headfirst into a Sea Guardian, unloading a broadside into it and clearing a path for survivors from the orphanage and a few from the town. The player that took the lead got everyone to push all of the cannons off the Leaky Pig to make room for all of the survivors and make a quick escape.

Now they're sailing off with a shipload of orphans, a large amount of treasure, a ship, and some crew. Oh! And no cannons.

Feel free to leave any feedback you deem fit; I hope others will find this a useful resource in crafting their own adventures. Whether you modify the adventure or run it as is I would love to hear about it!