Story Arcs

### First Mission

The team solves the mystery of a disappeared man and repeated thefts from the general store. The man had got himself stuck in a chicken costume and had holed himself up in a nearby hidden cave.

### Barbara the Bandit Queen

The team gets a mission from a mysterious Kei who needs her ring back from Barbara, the bandit queen. They get a ship and crew and sail off to her lair. While sneaking into her hideout, Kamala and Asher get captured. While sneaking back out, they get into yet another fight, but this time Barbara stops and challenges the team to a dance-off. Barbara is amused and impressed, and instead of killing them all, agrees to let them go as long as they do a task for her.

### Catch that Rascal

Barbara sends the crew to "take care of" a youngster who's been harassing her crew with stink bombs and other shenanigans. The team does much detective work and many side quests (including getting their first encounter with Team Rocket), and finally finds the rambunctious Timmy. After a chase and some candy-flavored convincing, Timmy is adopted from his orphanage and joins the party.

### The Haunted Tower

For Timmy's first and last mission, the team follows one last quest on the town's quest board. A thieves guild asks them to investigate a tower and bring back a powerful scrying mirror. Climbing to the top was no small feat; the tower was full of tricks and puzzles and spiders. Once at the top, an orb containing the trapped soul of a thieves guild member is found, stuck there for 15 years all alone. Pluck explains to the crew that the tower once belonged to a wizard who has since entered the plane of knowledge and probably became a nothic. The team takes Pluck with them, promising to try to free her.

### Stormy Swamps

As thanks for the job well done (and also probably because Barbara thinks Kamala is cute), the team gets a small ship. Pluck is able to drive it through magic ghostly power. The team follows the only lead they have for freeing Pluck, setting course for a town on another island. On the way, they get hit by a powerful storm and crash land on a different island. The island had been plagued by a never-ending storm for several days now, and the local legend about the lake spirit is what is assumed to be the cause. The team finds a scientist who knows the truth - that the lake spirit isn't real, but just a way to ward off people from going near a gem that regulates the island's weather. The crew goes underwater in a Sub-Marine to remove the gem so it can be reprogrammed. They find a dead body and figure out the bard in town was the one who did it. They are tasked with dropping the bard off to the main island's jail, which happens to be where they were going anyway.

### Worm Festival

The team wanders around the island while waiting for the great worm festival to begin and their ship to be fixed. They see sights and sell books. The worm festival is all fun and games until Team Rocket tries to capture them again. They are defeated and blasted off again.

### Interlude: Wisteria

Wisteria intercepts the crew while they were flying to the next destination. She tries to capture Asher but is able to be talked down after a Zone of Truth, and the team is able to explain the situation to her. She joins the party (until she has to leave again).

### Tom had a small slice of pie

The team manages to drop off the murder bard with no problem. Pluck outlines places where her guild's secret hideout could be, since the old one no longer exists, giving the team a special passphrase to say to the shopkeeps. On their way from one of these stores to another, the team is recognized by a guard that Kamala helps. They split up and regroup at the boat, and are approached by one of the shopkeeps they had spoken the passphrase to. She recognizes Pluck and agrees to help the party find the wizard so that Pluck can be freed, but that first they need to go find the Cult of Dosa that has been eluding them. She takes Pluck with her.

### Experiments and Elephants

The team travels by cart to the town that has the Cult of Dosa activity. They are immediately greeted with Sam and Max busting through a wall talking about how they are on the trail of the cult. After striking a deal of three fudge buckets, Sam and Max join the party in the investigation. Max really needs to use the bathroom and keeps getting knocks back at him from the bathroom door; this ultimately leads to the discovery of the secret basement underneath the tavern. They find people who were imprisoned ooze sleeper agents, a maze full of tiny robots, and a giant blob creature. After a thrilling battle that included half of the blob being polymorphed into an elephant, the cult leader and surviving cultists teleport away.