Arggg, so ye scallywags think yer can best ol' sevenfingers, do ye? Well shiver me timbers, I reckon Ye dunno wha' ye're in fer!
Ahoy maties! I'm super excited to experience On Sevenfingers Sails with you all! Reading through the adventure, there are a few things I realized I wanted to address ahead of the adventure to guarantee we move through it in a timely matter. There are a lot of cool encounters, so I would hate to have to hand wave any. Zach did warn on the post that we may need more time, but even an extra hour may not be enough time if we play slow and I want to make sure that everyone is okay staying later before we make that call.
Secondly, this scenario is challenging to begin with, but there is a challenge mode that will truely test your team's strength and cooperation. With an unanimous vote, we will play this challenge mode, but if even one person votes against it, we will not. No arm twisting to try to get other players to play it, their vote us their vote. If you choose this mode, there will be zero hand weaving, just you versus the monsters.
That all being said, there are a few things I wish to know ahead of time, to both help with the time constraints and to know what difficulty we'll be playing at:
1) character class and level
2) initiative modifier
3) your unofficial vote for/against challenge mode
Thank you all, see you at the TPK... oops, the game. I meant the game.
Last edited by slate
on Wed May 15, 2019 11:39 am, edited 1 time in total.