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After barely surviving their first encounters on the isle, the crew find a familiar face.
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A brand new group of adventurers is set out to a remote island! Nothing bad ever happens on remote islands, right?
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Fancy is nowhere to be found, the job is not going as planned. Can the party retrieve the treasure and escape the ship before it sinks?
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A new party set off on a brand new adventure! Emperor of the Waves is thought to have been lost to the sea long ago, along with all of it's hoards of treasure. That is, until our party was sent to reclaim it's bounty.
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The party have completed all of Queen Snapjaw's errands and are on their way to seal their new alliance.
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The party have their quests: 1. Slay Thousand Teeth THE DREADFUL. 2. Recover the Lizardfolk's helmet from King Guppy.
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The party sets off for the Dunwater to investigate the Lizardfolk hideout. They also make a new friend.
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A new party is tasked with finding out what the Lizardfolk are actually up to and why they are arming themselves.
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The party gets overwhelmed on the smuggler’s ship, but manage to come up with a plan to escape their imprisonment and save the missing girl from Saltmarsh with the help of some unlikely allies.
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The party made it to the back of the grotto beneath the haunted house, finding that the two cats locked in the cage were actually Henrick Lassiter and one of the his hirelings who had been transformed. Having burnt the paper with the lantern signal key on it, they did not provide the correct sequence of codes, alerting the smugglers and allowing them to prepare for trouble as the party approached their ship in the row boat.
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