So, we start next week with a ghost threat! The group has 3 of 4 items so far and this is the last! The four items are:
- Brass Sand Hourglass
- Conch Shell with this Year's Emblem emblazoned on it - GOTTEN
- Purple Teardrop Bottle with unknown liquid inside - GOTTEN
- Silver Octopus Broach - GOTTEN
If recovered the group along with the Wicked Wench need to get to the end spot on the Deacon Ocean Island to claim victory. Good luck as it seems the group is in the lead!
Kadan Speaks:
Avast ye! I agree this Ghost be goin' to be a real challenge fer us, As a crew it will require some heave ho and to batten down the hatches. 'owever, I hope that there the goddess Desna an' the seven seas will bless us and our ship. So come me mates lets 'ave faith in our abilities, and our fellow crewmates in being able to be this Ghost to rest. Me Hearties, we are not no lilly-livered scallywags or some bilge-sucking sons of bicuits eaters, we are sea dogs and that there ther ghost will have our fury.
DM Speaks:
I believe that next week has the potential to be one of the craziest and fast paced games we've had in some time. I anticipate all sorts of odd and necessary rolls playing a big part in the group's success or failure. Some of these rolls may involve outlandish and unexpected battles. Taskow's Trinket Challenge is coming to an end but will the Wicked Wench win? You are not in the lead but are in a place that has a chance. Next week will also give chances to move up or down in where boats finish. It will all come down to rolls and you as characters. Trust me there is a lot more before this race ends!
And when it does what's up next for the Wicked Wench, Captain Bluebeard and First Mate
Lol!
I hear the Wayfarers Guild is putting a big hurting on Teleportation lately..lol
Good point Dan and I agree. This campaign allows for so much diversity. Traveling on the Wicked Wench allows for quick sailing to all sorts of various locations and unknown islands. Before the group had to walk, teleport or tree stride and those required knowing the location to a point with chances of failure with a simple dice roll. If there is failure now it will be due to a much more involved situation and dice rolls, not just one roll for teleport.
I understand the reason for the teleport and tree stride spell but to me they always took away from part of the fun of the game which is traveling and encounters. With those spells you pretty much get right to where you need with no excitement in between. On the Wicked Wench there is no teleporting the ship and entire crew to desired point. I LOVE that! Random Encounters once again as the game was built on! LOVE IT!
Taladel speaks:
We must defeat this spirit quickly and get where we need to be...I am not sure that my sword will have any effect on it however...I pray to Iomedae for the wisdom to know what is right..
I do not think the captain will actually put someone to death for losing...I do not put a walk on the plank and a swim with the sharks past him however....ha ha
I would hope he would allow for some to assist the unfortunate swimmer, as I do not feel evil from him, at least not currently...
As for next week. I am a little worried about the ghost. We are all so young right now, and it doesnt take much to kill level 1 guys. So that worries me. But if everyone plays there A game..I think we can do it. Everyone just needs to make very good use of there turn. And try do as much damage as possible. Every turn will matter in this battle. We can do it. We have to, if we dont I think we will severely lose our lead. And we all know what will happen if we dont win. Dont forget that. I truly beleive the captain will stay true to his word, with that situation.
Last night game, was so much fun. I am sooo loving this campaign. What I love most about it, is all the diversity, that comes up with the campaign so far. We do some role playing for 15 mintues, then we do dice roles for events for 15 minutes, then we do some combat for an hour, then we have some player interaction for 15 mintues, then do some roleplaying for 15 minutes. It's like there is something for everyone, each game, it seems like. The game has been catering to everyone's liking. In the past we may do battles for a few weeks then after a mission we doing an entire roleplaying game. Now we are doing it all, every game it seems like. And being on the part I really feel part of something and the crew. Plus everyone can play whatever alignment they kind of want in a way. You want to be the goodie guy, you can. Want to be an evil guy, you can. You want to be in the middle, you can. I mean you could have done this before in other campaigns, but now I feel there is way more freedom in this area, then before.