A Saltmarsh arcade
The clifftop, session three. The plan was Wren. Fling him into the cove, flatten the crew, and put him through the tent.
Five throws a round. Drag back and let go. Knock the crew down or into the water, smash crates, and set off the gunpowder. Tap once mid-air for Wren’s trick. Watch the smoke for the wind; the tent pole is the bullseye. Each arcade game keeps its own board. Back to the arcade.
Wren, dangling.
That's the round.