[x]Yes - Join them all.
Now that you have chosen a team, it would only be proper for me to give you some background on what you are to face. It is the middle of the 15th century, hundreds of years prior to the rise of the International Confederation of Wizards, the Statute of Secrecy, or the Ministry of Magic, and an isle reeking with Dark Magic has appeared in the middle of the North Sea.
To investigate what this isle is, and what its appearance means for Britain, the Wizards' Council has scraped together the most talented (and adventurous) wizards it could find on short notice to be their eyes and wands on location: you and your team, aka the local branch of the Reclaimer Mercenary Company.
Here is what you know: the isle you are to investigate has never appeared on any map, Muggle, wizarding, or otherwise is believed to have been created, or enlarged, by magical means. If this claim is true, and this isle was raised form the sea, the wizard who did so may be magnitudes more powerful than any other practitioner of magic alive today - something of particular concern given the dark bank of clouds and the miasma of dark magic reported as lingering around the isle by early scouts (who did not land). Further, until yesterday, the isle was so perfectly hidden that no one realized or suspected it was even there, meaning the concealment charms on it also surpass anything currently known to be possible. Fortunately, it is not believed that you have to face the Master of the Isle, as the failure of the Concealment Charms makes it likely that the Dark Wizard who created the isle is dead.
Your objectives are as follows:
Objectives for Azkaban Raid:
[ ] Scout the Docks (5 points)-[ ] Investigate the ships (5 points)
-[ ] Discover the Draugr nest (5 points)
-[ ] Defeat the Draugr Champion (10 points)
[ ] Scout the Inner Fortress (5 points)-[ ] Investigate the Dungeons (5 points)
-[ ] Investigate Living Quarters (5 points)
-[ ] Investigate Laboratory (10 points)
[ ] Scout the Hill of Graves (5 points)-[ ] Investigate the Dementor "spawning ground" (10 points)
-[ ] Investigate the Mausoleum (10 points)
[ ] Scout the Granary Complex (5 points)-[ ] Investigate reports of "strange Inferi" (10 points)
-[ ] Destroy the spore pods (10 points)
[ ] Scout the Archives (5 points)-[ ]Recover the Keystone (10 points)
-[ ] Shut down "portal" to the realm of spirits (15 points)
[ ] Defeat the current Master of the Island - 130 points
[ ] Defeat the "Apostle of Death" - 260 Points
Total possible points: 520
NOTE: Due to the setting, some spells, potions and items are restricted from use, due to not being invented yet.
Restricted Spells
Lumos (invented in 18th Century), Alohomora (invented in 17th Century), Arresto Momentum (17th Century), Wingardium Leviosa (16th Century), Protego Diabolica (Unique to Grindelwald), anything else invented after 15th Century
Restricted Potions
Felix Felicis (invented in 16th century), Wolfsbane (invented in 20th Century), Elixir of Life (Because you don't have a Philosopher's Stone), anything else invented after 15th Century
List of items
Modern Brooms, watches (Magical hour-glasses will be provided), Mokeskin pouches, other bags of holding equivalents.
So...which objectives do you wish for your team to face? (See list above) And do you want to have the team approach this challenge? You will begin on broomsticks approaching the isle - whether you split the team or stay together as one unit, is up to you.
1. What objectives? (choose from list)
2. Split the party?
3. Where do you begin your investigation?
4. Approach (cautious, cursory, aggressive, etc)
Remember that you will need to report back with a filled out Quest log item for your team to get any points.