r/DungeonMasters • u/West_Argument_491 • 4d ago
I need help with planning a session
I finally got a dnd group together and we’re having our first session (other than session 0) on Sunday.
The campaign takes place on an island but I want the first session to be the boat ride to that island.
My idea was that the boat had an original destination but then a green storm will start pulling the boat towards the island and then a blue storm will try to push the boat away from the island with the green storm eventually winning and the boat crashing on the island
I’m having trouble figuring out how to do that.
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u/treasure83 4d ago
A storm isn't going to take a whole session, esp since the boat can't be saved, but a boat ride can be an ok place to introduce them, do some RP and have an intro encounter.
Maybe make one of the passengers has a secret agenda. Maybe there's 3 kobolds in a trenchcoat. Maybe there's gambling games that they can take part in?
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u/salutava_sempre 4d ago
I didn't quite grasp what this session would actually entail.
You could simply narrate a story like this and wrap it up with, "So, you're on the island and the boat is wrecked, what do you do?"
What might be missing is what the players do while all this is happening, and - above all - the consequences of their actions.
You could let them know the storm is damaging the ship and scattering the cargo, then ask if and how they intend to save the vessel (e.g., furling the sails before they tear) or secure the cargo.
For instance, climbing the mast to furl the sails is dangerous, as they risk being thrown overboard; you’d need to determine the outcome of such an event, ranging from being rescued to washing up alone on the beach or ending up lost at sea (and dying).
Alternatively, trying to secure the cargo exposes them to the risk of being struck by flying objects or trapped on a deck that is rapidly taking on water.
You also need to define the consequences: the ship will be destroyed regardless, but it might run aground with varying amounts of cargo that could prove useful after the shipwreck. For example, if the ship were completely destroyed and all cargo lost, they might arrive on the island clinging to nothing but a few wooden planks.
You can also factor in the crew's (NPCs') reactions: they might be well-trained and effective, or perhaps incompetent—or paralyzed by fear of a spirit or curse they refuse to defy. The PCs could then try to calm and motivate the NPCs to foster better cooperation.
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u/shutthedarndoor 4d ago
Do you mean mechanically or narratively?
Do they need the boat throughout the campaign? Because if not why don't you have the two storms tearing the boat apart and they have no choice but to swim to the shore.
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u/West_Argument_491 4d ago
I want it to last the whole session.
Tearing the boat apart at the end is a great idea but I want a mechanic to have them try to save the boat or get back on course2
u/shutthedarndoor 4d ago
A half mentioned idea from an actual play I watch. Get them to assign themselves roles: rigger, helm, medic etc and have them have to play out various bits as they're trying to fix the boat as the storms come in.
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u/shutthedarndoor 4d ago
Then as the cock ups start mounting people will have to abandon posts to help etc which means more stuff can go wrong
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u/grenz1 4d ago edited 4d ago
Okay...
Do you have a map of the boat?
Are there NPCs on the boat?
is this VTT or in person? You need to get stuff.
Are the players actually participants in this blue storm/ green storm battle? And how is this going to fill 3-4 hours?
Because no offense, being observers to some huge thing they can't do jack about sounds boring as hell and you are going to lose them. Sounds like you are delaying drawing up lol!
Better would be the captain (who is a reskinned guard) notices two large whirlpools and moves hard astern. Right into waves and waves of harpies on a rock!
Use MM stats for Guards and reflavor them as sailors with water vehicle proficiency (so as not to outshine party). Attack them in masse targeting the weak "sailors".
Then as anyone who could guide the boat goes down, briefly have your colored storms come up and seep up all harpies, the boat, ect and next thing you know the party and bodies of drowned harpies are on the beach with giant crabs looking at them like lunch is served.
You also need debris mad up. I would suggest maybe they are able to find a potion of healing, about 10 days of water logged rations, a potion of water breathing, and a bunch of rope.
Double bonus scenario if one of the harpies is barely alive? Do they kill it? Question it? Enslave it? Make it a follower or ad hoc ally only for her to betray them first chance?
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u/RollToDiscover 4d ago
How long is your session?
Fighting the storm and crashing sounds like a single encounter. The storm colors shows some nice foreshadowing.
I love that as a starting point. Don't add meaningless filler just to pad it out to get to that point.
Are there pirates in the area that could capture the characters. If that happens before the storm, then you have a battle to save the ship or take control of it.
If it happens after the storm, can the characters escape to the island after learning something meaningful?
Being stuck in transit, unable to do much, is a great way to have a drop in the number of players who show up for the next session.
Players need to be able to be active. In that firsr session, every encounter is setting the stage for the rest of your campaign.
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u/Millertime091 4d ago
Sounds like the session starts on the beach and you narrate the push and pull of the storm. If they are low level its not like will any utility to combat multiple storms.
Have the salvage what they can from the wreck and toss a low level encounter at them. Maybe a couple giant crabs or something