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[5e] Spell & Crossbones
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<blockquote data-quote="Quickleaf" data-source="post: 6713540" data-attributes="member: 20323"><p>Hope he is ok! Sending good thoughts your way Unsung.</p><p></p><p>For now, we can just assume Caillou is there in the background handling random preparation stuff for the venture.</p><p></p><p></p><p>Sending Jim and Kid to handle the cannons is good, that gives me a way to transition their characters out peacefully and swiftly, perhaps settling into some other venture together.</p><p></p><p>Sounds like Nia has a <em>moonbeam</em> spell that could be very effective to controlling D'avard, and Etienne is a bit more of a people person who could be good at recruiting. By don't forget [MENTION=2820]Fenris[/MENTION]! Old Zef could probably manage to move the bound seawolf himself too.</p><p></p><p></p><p>I will definitely scale any fights down since you'll be going into them with 4 PCs instead of 7.</p><p></p><p>But you do have the know-how about the ritual (Voodoo Rituals fortune), you know the djab's name "Yellow Jack" or "Xekik", and you've also got Etienne's protective white buffalo skin, so you are ready to do the cleansing ritual. All you need to do is decide which of 4 things you'll offer as a sacrifice:</p><p></p><p>(1) poisoning an entire supply of healing potions or anti-venom solutions</p><p>(2) burning the legacy of a great healer (e.g. bones of cleric or a medical text)</p><p>(3) deliberately inflicting yellow fever on a sentient creature</p><p>(4) offering a favored sacrifice specially suited to Yellow Jack/Xekik (yes, this one's vague, you haven't discovered it yet, but applying Voodoo theory Nia knows every djab has a favored sacrifice)</p><p></p><p></p><p>Hmm, good point. OTOH recruiting in Nassau will be easier narratively. Let's wait till after you've completed the cleansing ritual, and are further along with recruiting crew / gathering supplies, then we can open up the game for 1-3 new players.</p><p></p><p>Sound good?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6713540, member: 20323"] Hope he is ok! Sending good thoughts your way Unsung. For now, we can just assume Caillou is there in the background handling random preparation stuff for the venture. Sending Jim and Kid to handle the cannons is good, that gives me a way to transition their characters out peacefully and swiftly, perhaps settling into some other venture together. Sounds like Nia has a [I]moonbeam[/I] spell that could be very effective to controlling D'avard, and Etienne is a bit more of a people person who could be good at recruiting. By don't forget [MENTION=2820]Fenris[/MENTION]! Old Zef could probably manage to move the bound seawolf himself too. I will definitely scale any fights down since you'll be going into them with 4 PCs instead of 7. But you do have the know-how about the ritual (Voodoo Rituals fortune), you know the djab's name "Yellow Jack" or "Xekik", and you've also got Etienne's protective white buffalo skin, so you are ready to do the cleansing ritual. All you need to do is decide which of 4 things you'll offer as a sacrifice: (1) poisoning an entire supply of healing potions or anti-venom solutions (2) burning the legacy of a great healer (e.g. bones of cleric or a medical text) (3) deliberately inflicting yellow fever on a sentient creature (4) offering a favored sacrifice specially suited to Yellow Jack/Xekik (yes, this one's vague, you haven't discovered it yet, but applying Voodoo theory Nia knows every djab has a favored sacrifice) Hmm, good point. OTOH recruiting in Nassau will be easier narratively. Let's wait till after you've completed the cleansing ritual, and are further along with recruiting crew / gathering supplies, then we can open up the game for 1-3 new players. Sound good? [/QUOTE]
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