This session begins the plot point campaign to find the Archmage and question her about the reasons the planet is sinking. Taking up from our last adventure where the crew had just rescued a family (Husband, Wife and 2 kids) from a sinking vessel that was attacked by pirates. The compassion they showed prompted Equis to tell the crew about Terresa the Red and where her tower was located. A quick stop to bristos to sell a cargo hold of opium they "acquired" in Deiking. The sell of the cargo is done by auction and has a little snag when the governor of the island decides she doesn't want the drug in her town and hires a group of heavies to persuade the crew to leave. Incidentally, Nardu and his crew-mates are approached by one of the governors agents and offered the job to lean on the rest of the crew! Back on the ship, Reupert dissuades the hired heavies by leveling a ship board cannon on them, making assurances of his marksmanship and willingness to blast the dock from beneath their feet if necessary...the aggressors leave! Their drug cargo is sold the next morning and the crew is off to Dinosaur Island - a location they stopped at earlier in the campaign. Here they dumped off the rest of their cargo, buy some guns and provisions, and set sail for the island of the Archamage. While at the camp on monster Island, Mouse and Samantha get into a high stakes card game with some of the top brass at the encampment. It was a tense card game leading up to Samantha, Mouse and one officer playing for a very large ante. Mouse catches the officer cheating (even though she was cheating herself) and shames him into leaving the table with his last bid and ante still on the table. Mouse and Samantha split the rather large sum of money.
Negotiating the treacherous path leading to the island of the Archmage, our heroes just manage to make it through the dangerous channel. The crews opts to take 8 members with them (Raven, Mouse, Samantha, Captain Lilly, Esteban, Nardu, Jacquelin and Rose. The game breaks as the crew exits the channel and reaches the water spout that leads to the Archmage.
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*A note on the card game that was played. It was a blackjack variant using playing cards. Each NPC and character are dealt one card face up and a 1 crown ante is wagered. Next each player is dealt a card face down and are given the option to stand or draw another face down. Further bets can be made at this point. The object is to come closest to 21 without busting. A player may roll 4Dfudge adding his gambling skill or cheating skill to the roll. If successful, the number of successes is the amount by which the character can move one of his cards up or down by. If a player fails the roll and is cheating, the attempt is spotted. If a player cheats and succeeds a watchful person can make a roll to detect it. The next hand, the ante doubles to 2 crowns, the next hand 4 crowns, 8 crowns, 16 crowns etc. Pay-out is made to the highest card count up to 21 but not over. If there are ties, the pot stays and another hand is dealt to only those who did not fold.
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