Part 2
By Lion's Den Wargamers
Adventure string four: The wind screams through the shroud lines. The sails crack like thunder. A storm or at the very least heavy weather is on the horizon. You turn to your first lieutenant and discuss the weather and the set of the sails. You mutter something about the mercy of the wind and he shrugs…"hasn't it always been so… long ago." Adventure string five: It is late and very dark. You are on rounds below deck. A story unfolds from a knot of sailors around a lantern. A thumping from the hold has started the story and you will stop it. "Something is loose below deck" form a work detail and lash it down. You peer into the darkness of the hold….. Adventure string six: There is a violent storm. Your ship is tossed about as you lash yourself secure. There is a sickening crack that splits your ears. You look below your feet as the deck planks buckle, moan and then shiver into thousands of pieces. Your ship is breaking up. Almost as if it had been rammed. All story threads lead to this point. Each captain finds himself transported by very different circumstances to the times of the ancient Greek Triremes. From across time and space each player character has entered another realm of the Full Sail game. I always remind my players "if you die in your dreams - you die in real life!" Each captain is merely dreaming of the days of ancient Triremes and a battle game is played out. With dire consequences for those that don't survive the game. Depending on the dream sequence that brought the captain to this contest can determine his life fate in another role playing situation. Basically I have taken the captains from our Full Sail game pushed them through a time warp into an ancient naval battle game and reminded them that they are still fully alive in each game realm. Just don't mess up in your dream or it could affect your role playing character. Daydream Believer Part 1
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