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Old 05-23-2010, 04:29 PM   #481
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
We begin with 30 days of rations, having stocked up in Tangaroa. Instead of starting on the shore in a big city, we are starting in V40, off the coast of the Isle of Dread.

The thing has a variety of entries – V are voyages in the open ocean, and come with these rules:

Order of events. Follow this sequence for each voyage entry you read:

1. Read the entry you have chosen. Before going on to the next entry, allow your character and his party to study and change any spells that they wish. Note any spell changes on your character sheet. If you want, you may record any distinguishing features about this location in your ship’s log.
2. Check to see if your party encounters a wandering monster. Roll 1d6. If you roll a 6, you encounter a monster. Go to Table 1 and roll ld8. If your party encounters no monsters, skip to step 4.
3. Go to the interaction sequence to resolve the wandering monster encounter.
4. If you have a navigator aboard, skip to step 5. If you have no navigator aboard, you must check to see if your party becomes lost. Roll ld6. On a roll of 1, your party becomes lost. If you do not roll a 1, skip to step
5. Check to see if your current sea entry tells you where to go if you become lost. If it doesn’t, decide which direction in which you want to try to go. If you go north, subtract 9 from your current sea entry
number and go to the new sea entry. If you go south, subtract 10 from your current sea entry number and go to the new sea entry. If you go east or west, stay at your current sea entry.
5. Choose your next sea or land entry from the choices given in your current sea entry. If you are drifting, subtract 10 from your current sea entry number and go to the new sea entry.
6. Go to your Expedition Record Sheet. Unless an entry directs otherwise, subtract 1 day from the Days Remaining column. You should also subtract 1 ration per party member from the Rations column.
7. As long as you are reading voyage (V) entries, repeat this process. Go back to step 1.

We do have a navigator.

There are also T entries for Trade Routes, C for coastal, number numbers for encounters, U for Urban, S for Specularum, which is replaced by the coastal city of Kathetia, and E for Island Exploration.

We can go north, east or west. We go west. To V30. No monsters. We are still north of the Isle of Dread. West to V20 has a reef, so we head north to V32. Monster.

A ship of 25 buccaneers sails into us and they have the wind and we cannot escape. They grapple us and begin to board. A sleep spell handles just 3 of them prior to their grapple and 4 more after. 7 are down. Dryshik Wall of Fogs the Sea Ghost where they are trying to board us, and that slows them down a lot. Meanwhile, the fighters (in no armor obviously) move in and start slicing. One takes 8 from Aleigha and dies. 8 down.

Several swing and miss, but one hits Carum for 2. A Hyptotism spell takes out 6 more. Carum kills another. 15 down. With the Wall of Fog inhibiting them, they begin to back into their ship, and Alzar and group go over on their grapples and fight the rest there. Alzar goes first, as usual. His axe kills a pirate. They all miss him.

The next round they win init and Alzar takes 11 from three hits. He then axes one, then a second. Est and Aleigha kill one each as well. 5 left. Alzar cleaves another. Est just nicks one for 4. Ale kills it. Carum hits for 8 and kills a third. 2 left. They jump overboard. They sleepers are killed and the hypnotized are captured. It looks like this vessel was recently on the losing side of a battle and its badly damaged from the rear and the other side. They find 5 days rations. Since they are close to Tangaroa, they sail 3 days back and it’s all quiet. They drop off the injured ship for later, and restock to 30 rations and head back out.
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