Check on Captain Reach. Check his wound for poisons. If he dies, I don't get paid!
[Heal: 2+2] You don't think the wound is poisoned, or if it is the poison is gone. Captain Reach has you help him drag the enemy captain over to your ship and tie him up, [8+4, 10! Con damage] and just as you finish dragging the captain over, Reach begins convulsing violently. You try to help him, but it's too late. His eyes roll backwards and froth comes from his mouth. He shudders violently a few times, and then lies still.
Reach is no more.
Galan, overwhelmed by what has happened you go straight back to your bunk and try to sleep this all off.
The
Shallow Hope is severely damaged, and even after putting out the fires, so is the
Retribution. You have enough materials to repair one ship but due to crew losses during the fight, even after press-ganging the one surviving crewman of the
Retribution, you barely have enough of a skeleton crew to man either ship.
Plundering the
Retribution's stores, you recover some additional ammunition and supplies, as well as the captain's lockbox, which upon breaking yields 800 silver shillings and 100 gold ducats. There is also a sealed letter bearing a distinctive crest; a party per pall shield bearing the marks of a golden wheel on a blue background, a silver lion and a green serpent curled around a sprig of nightshade. [Knowledge: Nobility - 16+3]
Mila, you are able to correctly identify this as the crest of House Richards, a minor house of Galam whose star has recently been on the ascendant.
Raiding a separate private chamber, suspected to belong to the woman in green based on the feminine changes of clothing found there, you find a purse of 50 silver shillings, a small glass ampoule containing what appears to be pitch-black ink, a small phial of thick, crimson liquid, a pouch of what appears to be snuff, and six small glass tubes, three marked with an orange band and three with a green band. Also recovered is an empty glass bell jar, sealed with a wooden base inscribed with unknown glyphs.
Finally, the ship's armoury contains another lockbox with what you came looking for: a dozen small bottles of amber liquid in a case marked 'healing'. There comes with it also a slender wooden wand with a golden tip.
But now you have other issues, and without a captain it's coming to a vote. You can vote, but you can also try and sway the other crewmen with threats or persuasion. First up, who will be the new captain? Greene is throwing his hat in the ring, and the other crewmen seem unwilling to do so. Second, which ship should be repaired and taken? Third, where should we go from here? Fourth, what should be done with the enemy captain?
The choices are up to you.
Light Corvette
Damaged.
Speed 6, Manoeuverability 4.
General Crew Experience: 5
Navigator Experience: 4
Gunner Experience: 4
Crew: 9
Guns: 2 Port Ballistae, 2 Starboard Ballistae
Supplies
520 man-days' rations, grog & water
8 shortbows; 100 arrows
8 scimitars
20 javelins
20 steel ballista bolts
50 wooden practice ballista bolts
12 healing potions
Cargo
Capacity: 15
12 crates of textiles
3 crates of common spices
Treasure
185 ducats in assorted silver and gold.
Edit: All players gain 300 experience points!