Two players were out (Durgen & the Druid) so I played them through and the crew cleared out the three remaining elementals on the lower ship deck. While Durgen and the Druid repaired the bilge pumps, the rest of the group searched the rooms, carefully avoiding the alchemists lab which had a reasonable chance of blowing up. Unfortunately, a bomb was triggered in another room, but Kroop was able to disarm it with Sheena's help before it blew a hole in the ship. With the Zelbinion now cleared, the crew gets to make all the difficult decisions:
- Who is the new captain?
- Where are they sailing to?
- What ship or ships are they taking?
- Where are they mounting the weapons?
- How are they going to get one or both of the ships repaired?
- How are they going to avoid the Zelbinion becoming a focus for other pirates, privateers, and navies?
The good news is that the group now has several months of rations, so there are lots of options.
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