Monday, June 9, 2014

Treasure & XP for the Slaver's Ship

XP
So the easy part: everyone received 4 XP.  Again, Alaric's PC was voted the bonus point for "Hustaba's" excellent work in battling the witch-woman and generally tearing throats up in the woods.  (Poor Autumn has lost out on two sessions' worth of XP, and a tailor-made bad-guy, but them's the breaks in a pick-up game.)


Treasure
There was a lot of treasure this time, though not all of it valued as yet.  Primarily, there is the ship.  It's a 45' cog, well provisioned with food and water, plus navigational instruments and a few charts and maps.  There are also several sets of chains and manacles bolted to the frame -- enough for up to 40 roughly human sized people to be shackled together in squalid conditions.  Beneath the tiller deck there is a well put together "cabin" fashioned from sailcloth.  Up to 4 people could comfortably sleep in it, though it appears that only the captain and his witch made use of it.
    In this cabin is a strongbox, within which are 25 gold and 800 silver coins.  There is also a good supply of the strong opiate which was burning in the cabin -- enough for a dozen more uses.  (This is identified by "Hustaba" as Purple Lotus -- a rare hallucinogen used in divination.)  There is a slashing rapier and a metal buckler, as well as a simple chain shirt in the cabin.  The witch had several potions as well -- 12 healing potions and 1 potion of health made (made with Herb Lore as opposed to Alchemy).
    The ship has 120 man-days worth of rations aboard, and barrels with 40 man-days of water in them.  It also has a dozen light bucklers, 8 shortswords, 5 ST 11 Crossbows, 5 Regular Bows, 240 arrows, and 120 crossbow bolts.  There are also a dozen each of daggers, small and large knives.  For the rest, there are some personal items that aren't terribly interesting (unless you really want to know the contents of their shaving kits).
    There are 4 sailors in varying states of severe injury remaining; they will all profess loyalty to whomever will pay them to sail now that their captain has abandoned them.  When pressed, they will also claim that they never wanted to be pirates/slavers/mercenaries/etc., but merchant seamen.  In any event, they seem sincere in their desire to live and sail.
    I'm going to assume that things have progressed further, since the goal is a breezy -- and portable -- game that can be swapped for other GMs/players/PCs/etc. at a whim.  To do that, though, some "boring" loose ends will need to be tied up.
    Assumption #1 is that the PCs will go back to check on their former captives.  They have been killed, just like "Sammeth."  They appear to have been looted, and it also appears that the weapons cache has been looted, though there was far too much of it to be readily portable, so there's still quite a bit left behind.  There remains a dozen shortswords, 8 thrusting broadswords, 15 throwing axes, 1 fine balanced throwing axe, 400 arrows, and 100 large knives.  The weapons are all of varying manufacture, look to be both well used but also well maintained.  There are also 3 chain shirts and 2 full suits of scale armor, all of which look to have been repaired multiple times. 

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