It seemed most of the crew were ready to return home. The Astral Kraken searched the rings for some time, finding little of value but filling the hold with what they could of the strange Soarwood. The ship began to pull away from the strange forested landscape, moving towards deep space.
Deploying the sails, they left the system like a shooting star. In the kitchen, the chef was preparing a feast of roast swan, with sweet potatoes, stuffing, and a cranberry salad, along with loaves of fresh bread, served with ice-cold rye beer.
Having relayed the contents of the cargo,
Cylia d'Sivis was able to present the company's sales figures for the contents of the cargo hold, subject to any amendments if you choose to acquire some with your take. She had underlined the relevant section for your interest.
Bill of Goods:813.1 galifars in exotic currency
House Kundarak moneychanging fee: -8.13
93 galifars in mixed jewelry
11 alien rapiers @12.5g second hand market [1 acquired by Hel-Shredder Rippedspleens]
11 alien wands @5gp second hand market
1 Musical Safe /w activation key @200g
1 Breeding set of Alien Swans @600g [acquired by Dantian d'Lyrandar]
3.448 bushels Olladraleaf @250gp/bushel = 862gp
Total Value of Goods: 2752.47 Galifars
Pay per Adventurer: 196.60 Galifars*Final Profit: 1376.27
*
I've chosen to divide the treasure just between the 7 active players we have now. If either Papaj or Nyx intend to resume play, they can also take a share of that value, even though the math won't work anymore.You may acquire goods from the bill using a share of your take. For example, Mr. Shredder is acquiring the rapier he took from the aliens, so his final take would be 184.10 galifars and an alien rapier, paying the 12.5 the used market would have for the item back into the cargo hold.
This means that you can acquire Olladraleaf below market value at this time, before the company sells any. You may purchase materials to create a healing potion from the hold for 12.5 galifars. These materials require the herbalism kit proficiency or suitable alchemical alternative and 7 workdays of downtime to become a potion.
You will spend 2 days on the ship before the next event.
Astral Kraken Downtime Chart:- Relax. If you were sick or injured, this would help. None of you are, so this has no effect. This could include religious meditation.
- Non-magical crafting. If you are proficient in an appropriate tool and brought it with you, craft up to 15gp of items for one quarter the listed price. Eg: you may build a 14gp item for 3 galifars and 5 silver.
- Gambling. Organize and play in a bridge tournament with the crew. Pay 10gp when you take this option, and roll intelligence/cards. Gain your roll in GP. For example, if you roll a 10, you break even.
- Practice. Choose an instrument, tool, weapon, or language to practice. You acrrue two practice-days towards proficiency. You need 70-(7*int bonus) practice days to become proficient. For example, a character with 8 intelligence would need 77 days, and a character with 20 intelligence would need only 35.
- Carousing. You drink and smoke wildly. Roll persuasion, and become friends with an NPC of your choice from the ship on a 10+. Roll on the Astral Kraken carousing table.
The Astral Kraken Carousing Table:
- In a drunken haze, you started to throw things off the ship to see them fly in a straight line away forever. You owe House Lyrandar 1d10x10gp to replace these items now.
- You get space sick from too much drink. You're sick over the back of the ship, at length.
- You decided to stand naked on the bow, and let the winds of space wash over you. The crew still snickers about it.
- You've slept with an NPC of your choice from the ship, and wake up beside them. Neither of you can quite remember why or how. If you roll this option again in a future voyage, you may opt to start a relationship with that NPC, or sleep with a new one.
- You upset one of the major NPCs of the ship somehow. You think you broke into their room, possibly interrupted their work. You'll need to apologize and roll persuasion.
- You have no idea what you did, but the chef will no longer serve you drinks. Make a persuasion check to make amends.
- While you were intoxicated, you agreed to put a junior crewman's gifted son through Morgrave University to become a magewright - an expensive proposition to say the least, likely requiring two hundred gold for a few basic introductory classes and a magewright's diploma. You may back out of this promise, but you'll probably really disappoint him.
- You decided to 'spar' on the ship. If two or more PCs roll this result, they will fight (non-lethally). If not, you pick fights, and spend the last day of the voyage out confined to your quarters to sober up.