Let us attempt a conclusion for that story though it could actually be the very introduction to a Campaign… The start of an epic as well as a ludicrous burlesque with all the dark-side options hoped for by connoisseurs!

« All hands to their stations! Cast off Stern!… Han'som'ly! And off we sail! »

[…]

« Err, Cap’tain, don't mind my words but… Why our Ship… She seems to be glued in the waters as in a pot of thick jellyfish soup? » « Sorry but everything's in place though! » « Sabotage! Off with their head! »

(Poerava who started to read the book of Escarole…)

Panic on Board and this and that; arrh yeah, that would have been to simple, there was yet another one for after the main course for our Young Friends: the Suzon's been anchored here for such a long time always in exactly the same place that large and strong seaweeds grew on it and on its string towards light until they reached and grew on and in the articulations of the rudder, so that they haven't beencompletely cut at the time of weighing anchor… Aye! There's no way out of another little dive in the water to fix that… Does somebody believes it'll be the last one forever?! Well…

A way to conclude…

There they are! They're off the coast!

Our Young Pirates have taken control (?) of a magnificient and dashing (!??) Pirate Brigantine Ship, proudly displaying the black flag of Liberty, its shinbones crossed between the jaws and flapping in… the insignificant amount of wind willing to blow around Yellow Lizard's Island… For it almost doesn't blow wind at all! (The most efficient Members of the Crew have already targeted and are lying in the deckchairs for a sunbathing session on the Forecastle…)

By chance (?) they will have – that would be better for them! – found the way to start the Suzon's Voodoo Navigation and Propulsion system (Maybe they have also already changed the name of the Ship…), in the kitchenette at the rear of the Ship, since it allows for creating a constant and strong wind… In which direction, however and by the way? Well, err, maybe in the direction it wants! Unless they have stolen – got, borrowed, swapped – the Governor's Treasure, the famous Voodoo Adapted Compass which allows for defining the course, provided they were also able to install it properly.

By chance again… or again not! This is something for finding which they'll have plenty of time or they will never know but, Game Master and nevertheless our Friend, you should know that the malediction, under which Yellow Lizard's Island is suffering, has no other source as the Voodoo Mishmash Aboard the Suzon, cursed by the Witch of the Swamp from whom Juan Ernesto Barbisurte in his time, then also Pedro Delgado in his own way, stole the miraculous receipe. And one thing is sure: while bringing a strong and constant wind, that vile mishmash and dark devices they bring it never in a good way… Thus, bad wind to them but, also knowing, that a bad wind brings Adventure faster than than the others, though rarely not on a silver plate…

Potential follow-ups

Hence, as a final greeting, bad wind but good fortune to them, on the seven seas of the Curry-Bean and Zebryde Islands! And who knows? On the thousand seas of the Known World… and beyond?!

Imagining potential follow-ups to the present story? Here comes a short list which is, for sure, not complete and which you can expand at will if you please! (And we'll be done for our part then…)

  • Why not decide to take a random course to the Belt O' Dolly Dreams and… get lost somewhere in the middle of Bermudas Islands, land on Bunnies Island (famous for hiding a fabulous treasure…), cut the barbula of a giant red mullet of the Nasty Beaches or discover that the Known World is just a huge plate with an edge made of hardened seaweeds?! (Who could imagine such a crazy stuff?!)
  • Using the maps stolen from the Governor or copies of them made by Poerava, set sail to one of the closest of the Lesser Curry-Bean to start with: Santa Cruise? Tortuga ? (Or are you a Beluga?) Even better, Kumba or Mella ? And why did one try to erase the name of this island with a strange name and located beyond: can't you read? Zebra Island?! Hmmm… If one tried to hide it, that means for sure that there is something interesting there! (That's obvious, no?)
  • Especially if a course to Santa Crouze is taken, make that our friends Young Pirates cross the course of a first black pavillion which turns out to be an ennemy: actually, mad with rage about the rapt / flight of Poerava (and maybe of his daughter,Elorria, upon that!) the Governor got in touch with old sea dogs of his acquaintances by pigeon mail and intends, whatever it may cost (Aye! There is no service for free whatsoever in the business…), to recover the dear little two treasures who enchant his days on Yellow Lizard's Island! This is not only understandable but also useful to quickly test the rules regarding Naval Battles and Boarding Techniques…
  • Depending on the discoveries done in the Governor's mail, a course can be taken to the Greater Curry-Bean, first of all Hattea, with the idea to later go on to the distant Aunt-Sea Islands… Quite a long-course journey, no doubt full of surprises and adventures!
  • Without forgetting anything that could happen to naturally go through the mind of your Players, Friend Game Master!