Taking a ship

Overview

As you raid on The Fever Sea, you will take vessels – then you will have to make several decisions about both the crew and the vessel.

Plunder you can sell in any settlement, however, the smaller the settlement, the less you get for the plunder. You can only sell ships, or find Ransom Brokers in a city or metropolis.

Vessels

()* You don’t need a full crew to sail a vessel. However, you do need a full crew to sail at normal speed or to fight a vessel. A ship with a reduced crew is a sitting duck – you can’t outrun other vessels and you are very vulnerable if you are boarded. ===== People ===== Again, you have a number of ways to treat the people aboard a captured vessel. You will certainly find officers and crew, but you may also find passengers or slaves. How you treat them, is up to you. ==== Passengers & Officers. ==== Passengers and officers both have links to wealthy people, so are eligible for ransom. * *Release*. You can release a ships’ officers to go about their business. If you release the ship, after taking their cargo and other plunder, you probably need to release the officers to. Or, at least, the majority of the officers so that there is someone who can command the ship for the rest of its voyage. Just because you choose to release some officers, doesn’t mean that you must release all of the officers. There in no reason why you couldn’t execute the captain, ransom the rest of the senior officers and let the ship sail on under its junior officers. * *Ransom.* It is common practice that passengers & officers are ransomed, rather than killed or recruited, as most are connected with wealth, either through their families or their employer. Standard ransom is 50gp per PC class level. Or rather, that is what you receive from the Ransom Broker who will negotiate the deal on your behalf. Ransom brokers are available in most ‘pirate friendly’ towns or cities. There is nothing to stop you taking their personal equipment before you ransom them. * *Execution*. You might choose to execute some of a ship’s officers. What happens if you capture an enemy ship and find that the captain is a devil worshipping Chelaxian, with an imp familiar, who sails as a slave trader? Or a necromancer passenger, with number of undead servants in their quarters? Do you let them go to continue their trade, or do you hang them from the yard arm? Or perhaps you make them walk the plank? But that might be less certain, who knows what happens when a ‘dead’ body slides beneath the waves? ==== Crew. ==== The crew of a ship don’t have the same connections as their officers. Most are commoners or experts, although many have a level of warrior, while a very few have levels as fighters – but they don’t have wealthy contacts. There is no point trying to hold them for ransom, and in some cases it might even cost you time or money to deal with the crew. None of these options are exclusive. You could choose to recruit from a crew, abandon some on a dessert island, sell one into slavery and then release the rest. * *Release*. If you release a ship you need to release the crew as well, or else the ship won’t reach its destination, although that doesn’t stop you from trying to recruit from the crew. If the ship is sinking or abandoned, you could take crewmen with you and drop them off in a town or village, maroon them on a deserted island or release them in an open boat. In some cases, the decision might rest on how much the crew have annoyed you. Nor need you apply the same solution to all of the crew. * *Recruit*. You have to get crew from somewhere, and the happier the recruits are about it, the better your crew will be. Recruiting means that new crew members volunteer for service, rather than being forced into service. If you pressgang them into joining your crew, they might stir up dissent and mutiny amongst your crew. There is so much precedent … * *Slavery*. You could sell the crew, or part of it, into slavery. Slap them in irons and take them to the nearest slave market, and they will count as extra plunder. However, you might choose to try recruiting first, just to bolster your crew. * *Execution.* You could, of course, choose to kill any crew who don’t join you, or who kick up a fuss. That is certainly the cheapest way to do things, and the least effort. Let’s face it, you might have a long trip ahead of you … ==== Slaves. ==== * *Freedom.* Slaves could be slave rowers, personal slaves or just packed into the main hold as cargo - you never know before you take the vessel. Many slaves just want to be freed, so that they can try and re-join their families. Some, particularly slave rowers, might make good recruits to the crew, although you will rarely recruit more than a few of them. Slave cargoes might hold a few NPcs who are ‘interesting’, and potentially recruitable, although many will be scared, cowed or broken. In most cases, released slaves are of no benefit to you at all.
* Equally, if you take slaves to a town or city to release them - it is best to make sure that the town doesn’t have a slave market. Released slaves don’t have an income or trade – and unless you support them, they are liable to finish up on the slaver’s auction block again. * *Sale.* Some pirates treat slaves as plunder, take them to the nearest city and sell them to a slave trader. Just make sure that the town you choose has a slave market and isn’t opposed to the slave trade. * *Execution.* You could, of course, choose to kill any slaves who don’t join you, or who kick up a fuss. That is certainly the cheapest way to do things, and the least effort. Let’s face it, you might have a long trip ahead of you …