What's your offer?
Upon the first arrival of our Friends Young Pirates for A l’arrivée de nos Amis Jeunes Pirates at her cabin, a young beautiful Curry-Bean lady of seventeen welcome them at the door. She has got a sexy clothing of gothic style with black leather and strings, armrings and barbed necklace but she also wears stockings, a petticoat and a pink nurse headdress… Rolls versus « Power + Won't Get Nabbed » for all the members of the Crew and another immediate Roll versus « Got a Nerve! + Won't Get Nabbed » or « Got a Nerve! + On the Pull! » for all male Crew members of more than thirteen…
Friend Game Master, let then the situation develop as it goes; we let you free to interprete the results of the dices in your way in these difficult moments… But try to set up that scene at the right time in the Scenario, so that we can still go through the usual parental advisory controls!
Delicate souls, thus, should refrain from witnessing the following events: the young lady pulls out of her petticoat a soft toy rabbit – also of pink colour – which she throws on the ground. The soft toy burst into a monstruous thick and sulphured cloud (hence yellow) which dissipates then slowly and uncover… the Witch – There she was! Who would have doubt?! Of the young lady straight out of a ultra-hot cosplay party, there is no more hint and the Witch burst into a big laugh. Hurtful introduction for some for sure, some other will maybe be more receptive to her last touch of humour: the Witch simply omitted to remove the nurse headdress she wore… « So little pretty sweethearts, what are the reasons which lead you to disturb me? I'm pretty busy the whole time, you know… And I hate kids! »
A note for you, Friend Game Master, the Witch will have a new attire - let's rather say a disguise - at each new visit of our Crew in Blade… But try to think where she can store all that stuff in her so little cabin, by the way?! You should have some explanations ready in advance!
The Crew members having successfully rolled versus « Got a Nerve! + Poker Play » or « Got a Nerve! + Smooth / Bootlick Things Over » or any equivalent Skill – each one according to his or her personality – will then be able to start discussing or negotiating with the Witch.
And indeed, nothing will be for free at the Swamp's Witch's, including Rooroot, be it fresh or femented. We already indicated it, if the Young Pirates insist for getting Rooroot and / or a recipe for its preparation, the Witch will require from them completely crazy and impossible « quests »; remember the tail of a Bermudas Islands' Shark-Scorpion or also the nail of the front right big toe of the legendary yellow lizard of our good (?) old island… You can also be ready to propose dish-washing sessions for hours and days, along with other cleaning duties, the Witch having obviously no high standard of compliance regarding children's slavery…
In short, you would have guessed it, Friend Game Master, there is not much to get from the Witch of the Swamp for the means and the impatience of our Young Pirates; the key to success will thus to finely play the « negociation » move – If one dares to say!… – regarding the Zebra-Headed Medallion™, about which we'll soon have againsomething to say.
Moreover, as a minimum help, you can check the table provided here on the right, containing a list of objects which the Sorceress could consider to make business and one can possibly find elsewhere on Yellow Lizard's Island. They are clustered in three categories of value to the Witch – low, middle, high – to help you manage the negociation rounds:
High value items | ||
---|---|---|
Article | Where? | Remarks |
The Governor's correspondence with the Hattea Voodoo Association Club | Governor's Office | Enough material for a special issue of the Pol'o-middo's Gossip, the fashionable weekly newspaper in the Voodoo Circles of the Lesser Curry-Bean… |
A lock of the Governor of Yellow Lizard's Island | Governor's Treasure, Elorria's Bedroom or Bathroom |
Also check for the « Witch's Deal ». |
Voodoo Compass | Governor's Bedroom | Compatibility issue with Suzon's Navigability… |
^Wild thyme | Governor's Treasure | Wild thyme doesn't grow easily in the Swamp and can always be useful… |
Ze-brayght™ tooth paste | Bathroom | Scurvy prevention! (so also useful at sea…) |
Middle-valued objects | ||
---|---|---|
Article | Where? | Remarks |
Plastic bucket and spade | Society Room | Also check for the « Witch's Deal ». |
An object from Madladscar | Society Room | The authentic Fanourna game will do… Provided one knows or at least guess that the object comes from Madladscar! |
Maps and Board Books of Captain Barbisurte | Governor's Treasure | I would, however, be too bad to exchange them with the Witch! |
A bottle of Kerozene | Not identified | Wouldn't it be better to keep that for a journey? |
A bottle of lime | Elorria's Bedroom | Can be found at the Chedham's DIY and decoration retail store. |
Pickled eyes | Governor's Treasure | His bottle is almost empty. |
Low value objects | ||
---|---|---|
Article | Where? | Remarks |
Chopped smoked Tobaggo | Governor's Lesser Living Room | She likes to burn one occasionally. |
Balls of Rabba | Society Room | Table-Pok-ta-Pok game |
Steal Cutlery Set | Kitchen or Allemania's Bedroom |
Trading Allemania's knives is not compatible with « recruiting » her! |
Hattean cooking book | Governor's Treasure | Of low value to the Witch who knows for sure most of if not all the recipes inside! |
Two mysterious sheets of paper | Governor's Treasure | Low practical interest for the Witch. |
Dried chicken leg | Governor's Treasure | She already has so many of them! |