|Olivier Rayé-Lalonde RPG Superstar 2015 Top 32|
But they (or at least one of them) mentioned taking the boat. What does keep them from taking the boat when they clear out the Scarlet Triad? They were also asking about disabling the boat so it couldn't be used by the Triad to get away but that's not covered in the book or I'd let them.
In my game the monk (who has some rogue-like skills) received the benefit of invisibility and sabotaged the rudder and came back with a lot of scouting information for the party. All within the short time limit of the spell's duration.
I have some suggestions to tone down the monetary reward of stealing a ship.
As mentioned previously in this thread, a slave-trading ship should be refitted before being sold. Skulls and Shackles actually had interesting mechanics about "squibbing" a ship (i.e. changing some details about it so that no one notices it's a stolen-and-reconverted ship). You could ask for an upfront downtime activity using some appropriate skills (applicable lore skills or expert crafting) and have them reconvert the ship while using some downtime. That activity would also require some timber, nails, new sails, that sort of thing. So if the ship had a value of 3000gp you could ask for 500gp upfront to do this (plus the week or so of work).
When they get to Ravounel, have them sell the ship at half price (1500) which means an effective gain of 1000gp.
A Bad Case of The Shingles, DC 21 Jump Street, Clothesline is it Anyway?, Church and Destroy and a swarm flying out of a crumbling chimney known as Bat on a Hot Tin Roof. I’ll see myself out now.
Wow! Just plain awesome. Was not expecting this. Thanks!