The party eventually leave the island with the magical amulet firmly around Captain SeaTide’s neck. The venture out to see, have to learn some trades in order to become part of the ship and then take part in the local arm wrestling game. But Brigs spies from the crow’s nest the approach of a mighty storm – will the party save the sailors have they are flung over board? will they save themselves as waves crash about them? and who let Gully drive the boat!
With the runners in possession of what is referred to as ‘The Cargo’, they need to make a decision whether to turn it over for huge amounts of credits or somehow protect it for the future. Either choice leaves little to the future of the runners. An even when they defeat a mighty opponent, we sadly say good-bye to one of the characters…
I remember playing role playing games for some years. Although I have had some attempts at playing I mainly reside on the table side of the DM screen and creating the adventures and spending hours reading and re-reading rule books. I’ve recognised numerous changes across the years. From games being played round a table on a bank holiday or Friday night, through the use of letters (as in snail mail) to the new use of Roll20 and/or Skype to bring the players together. Although the game has changed I’ve also noticed a change in players. When I refer to players I’m not being they have grown older, although they probably have, but more of the characters they choose to play and, when considering this in more detail, I started to realise that the characters people play follow some sort of pattern.
In this episode of the adventure, the runners decide what to do with that scary girl in the middle of the sewers, they manage to find an exit and then have an interesting encounter with the local law enforcers. But what are they actually got involved in and what is the ‘cargo’ they are carrying and why is someone willing to pay 900,000Cr for it! This job is definitely getting interesting and enjoyable – well for us in any case 🙂