u/Flimsy_Particular172

Thoughts on carving up Chult into islands for a Seafaring / Naval adventure?

So I've been looking around for some Pirate / Naval / Seafaring adventures and there are honestly not that many, especially for 5e. The only notable one I've found is Call from the Deep, which seems like an interesting naval campaign, but lacks the "exploration" hexcrawl aspect of ToA. I want to run a naval campaign where the players have their own ship and have relative freedom on where they want to sail it and what to explore. A more sandboxy feeling.

I was wondering if anyone has attempted turning Tomb of Annihalation into a seafaring campaign? Maybe carving up Chult into separate islands and letting players effectively sail deep into the jungle. The Hexcrawl seems to be one of the weaker aspects of the module as-written, so this would cut down on required jungle-trecking to reach places of interest, and condense the locations that do exist into smaller but more interesting islands. It would also make Pirates a more prevalent issue and open up use of some of the Saltmarsh modules as additional seafaring flavor. Any advice on doing smthn like this is appreciated.

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u/Flimsy_Particular172 — 6 days ago