Turtle Island: Campaign Notes
Started my long-awaited pirate campaign! I don't know if I've mentioned it here, although I've definitely talked about it in conversations with some of y'all. The basic premise is that elves and dwarves employ extraterrestrial humans as privateers to settle land disputes over a fantasy pseudo-Caribbean; meanwhile, and more centrally to the campaign, orc slaves revolt to liberate themselves and establish a free republic. It's a pretty lazy setup—but it's both distinct from typical Euro-fantasy and more relatable to our various experiences. I can't say that being away from my family wasn't a factor! We left off our first session by the crew taking an offer to raid a plantation in exchange for a ship and whatever loot they find there (specifically, barrels of rum for the Ugly Coyote Inn, which offered one of the pirate characters a rehearsal on the condition that she delivers rum to them—the others asked if they could just get paid instead, to which the own...