THIS IS A 3-PART SERIES which ("spoiler alert") has a nice "benefit" for those characters who complete all three.
Preference will be given to those players that can play all three. Please make certain your schedule is clear on those days.
If you wish to be considered for only part of the series, please let me know and you'll be waitlisted in order. I have slotted these sessions for 6 hours, however, I believe they can take less than that much time. Just in case, be prepared for the maximum time. Thank you!
Please sign-up for these modules found in threads on this forum:
[Roll20/G+Hangout] MOD: Plunder & Peril, Part 1: Rum Punch (Tier 3-5): Sunday, March 12, 2017 @ 4:00 PM MDT (GMT-6)
[Roll20/G+Hangout] MOD: Plunder & Peril, Part 2: Dangerous Waters (Tier 4-6): Sunday, March 19, 2017 @ 4:00 PM MDT (GMT-6)
[Roll20/G+Hangout] MOD: Plunder & Peril, Part 3: Black Coral Cove (Tier 5-7): Sunday, March 26, 2017 @ 4:00 PM MDT (GMT-6)
Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?