Your crew groan as an island heaves into view, guarded by a mouth of snaggling rocks. Your ship could endure their bite on better days. Today, you have no room for mistakes.
A lost ship has been sighted off Wolfstack Docks – absent its crew, but very much present a hold full of improperly stored, highly unstable explosives. The Admiralty is calling for inadvisably fearless zee captains to transport the cargo to a decommissioning site.
Arrange to pick up your own shipment of volatile cargo from Your Cabin when moored in London. Try not to blow up.
Alright! I missed the last zee event (my MA was too low at the time)so this is a first! I think my zailing abilities are pretty good, so let’s see how this goes. I mean, it’s only the stormbones-how bad could it be? I say, knowing the answer is “very”.
I’ll be amused if Corsairing is actually optimal for making the journey simply by opening up new potential checks to succeed at.
Update: HELL’S BELLS THAT WAS CLOSE thank goodness for unaccounted Strong-Backed Labour, and I’m fairly certain Corsairing does NOT, at least, matter meaningfully for the greatest challenge.
Your starting Volatility is your current Troubled Waters, so Corsairing matters only insofar as it builds that up.
Just so y’all are aware: if you pack the maximum load, the Zeefaring challenges are harder than the Snares. I also only survived thanks to some spare Strong-Backed Labor, and intend to pack a few more before I do this again more than mediumly dangerous.
That was a fun ride. I didn’t go for the highest shipment because I like having checks I can pass, but even then the final 70% Zeefaring check got me worried.
Excited to enact William Friedkin’s “Neathy Sorcerer” (or Le Salaire Souterrain de la Peur if you prefer the original). Being able to survive getting exploded does remove some of the suspense, but it’s still fun! Love the writing, although I feel that if someone dies in the course of delivery they should get a few Tales of Terror as a consolation prize. Successful or not, the story’s gotta be worth something, surely.
After scraping through two Hard runs, I think the Medium difficulty suits me fine – being able to guarantee the success on the early-finish Card that shows up at 5/8 progress feels like it more than makes up for the lost profit of 20 Echoes or so, and then I’m also not worried about a bit of piracy on the way up there.
I LOVE this. And I say that as someone who’s first experience with it was filling my ship to the brim, getting five troubled waters on my way, and promptly exploding. It is very fun, and the imminent death introduces an element of tension not usually found in FL that I like. I do think that some of the more Revolutionary elements might be benefited by the giant ship full of bombs that is sitting right next to Mr Fires’ office, but I’m glad that they aren’t!