Hello fellow Legenders.
In two weeks I am about to start a new campaign using the Pirates Rules. Mixster from this forum is a part of the group, hence the note in the subject
I am planning the first adventure and could use your help in making it a bit more interesting. I have a pretty good overview of how the campaign will play off, including details for some later adventures, but better ideas for this first one eludes me.
The players have just hired on a smuggling Sloop called The Greywater. Their current "job" is to smuggle a cargo of muskets and blackpowder to Cuba for sale on the black market. The mission consists of:
1. Land by boat outside Havanna, get into Havanna and make contact with a local gang leader who is their usual contact. Here they must get the information on where and when they will make the landing. The PCs are chosen for this task as one of them speaks Spanish and the last time they were smuggling here things went sour, and the guards now know some of the crew (and the rest are too incompetent for such a job).
2. They must get back to the ship, without being captured by the Spanish (who are very suspicious of Englishmen).
3. Rendevouz with the gang leader and his men at a cove some way east of Havanna. Here they will transfer the goods and payment - however, one of the gang leaders men have betrayed them and they are ambushed by Spanish troops led by a Spanish noble who will later become a main villain.
4. The pirates will likely have to flee with as much loot as they can get to their ship, while the gang leader and his men attempts to escape with ditto. Their escape ties into the next adventure.
However, I am looking for suggestion on how to make especially point 1 & 2 more interesting. They can easily be very dull ("you find the alehouse mentioned easily...") and can also easily be overdone ("If we can't take a step without the Spanish tracking us, we might as well sell our goods somewhere else"). More specifically:
- Have any of you run a "Make contact with X and get back"-adventure before? What worked well and what worked bad?
- Ideas on how to make the different parts of 1 & 2 interesting, without them getting dull (As in simply requiring a streetwise check to find the alehouse). Step 2 could easily involve a chase through the streets of Havanna - but how to make it exciting?
- Any complications that can arise in Havanna without it simply being the same (being discovered by the law enforcement) as later in the adventure?
- Any other suggestions or comments on the above?
Looking forward to hearing your comments
In two weeks I am about to start a new campaign using the Pirates Rules. Mixster from this forum is a part of the group, hence the note in the subject

I am planning the first adventure and could use your help in making it a bit more interesting. I have a pretty good overview of how the campaign will play off, including details for some later adventures, but better ideas for this first one eludes me.
The players have just hired on a smuggling Sloop called The Greywater. Their current "job" is to smuggle a cargo of muskets and blackpowder to Cuba for sale on the black market. The mission consists of:
1. Land by boat outside Havanna, get into Havanna and make contact with a local gang leader who is their usual contact. Here they must get the information on where and when they will make the landing. The PCs are chosen for this task as one of them speaks Spanish and the last time they were smuggling here things went sour, and the guards now know some of the crew (and the rest are too incompetent for such a job).
2. They must get back to the ship, without being captured by the Spanish (who are very suspicious of Englishmen).
3. Rendevouz with the gang leader and his men at a cove some way east of Havanna. Here they will transfer the goods and payment - however, one of the gang leaders men have betrayed them and they are ambushed by Spanish troops led by a Spanish noble who will later become a main villain.
4. The pirates will likely have to flee with as much loot as they can get to their ship, while the gang leader and his men attempts to escape with ditto. Their escape ties into the next adventure.
However, I am looking for suggestion on how to make especially point 1 & 2 more interesting. They can easily be very dull ("you find the alehouse mentioned easily...") and can also easily be overdone ("If we can't take a step without the Spanish tracking us, we might as well sell our goods somewhere else"). More specifically:
- Have any of you run a "Make contact with X and get back"-adventure before? What worked well and what worked bad?
- Ideas on how to make the different parts of 1 & 2 interesting, without them getting dull (As in simply requiring a streetwise check to find the alehouse). Step 2 could easily involve a chase through the streets of Havanna - but how to make it exciting?
- Any complications that can arise in Havanna without it simply being the same (being discovered by the law enforcement) as later in the adventure?
- Any other suggestions or comments on the above?
Looking forward to hearing your comments
