Barter with the Locals
Island tribesmen offer to trade their local goods for your dwindling Supplies. Will you strike a deal?
Choices and Outcomes
Section titled “Choices and Outcomes”| Decision | Choose | Effect |
|---|---|---|
| Option 1 | Stew for Tar | The foul smell of Tar is not enough to quiet our empty bellies, but the trade was more than fair, as the black substance will keep our Sails and our hulls waterproof. |
| Option 2 | Rum for Medicine | Some argue Rum itself is a kind of Medicine, but it unfortunately is useless against some ailments. The tribesfolk’s medicinal Herbs and roots, tried and tested over many generations, will be put to good use. |
| Option 3 | Boots for Rope | Rope is one of the most precious resources on a sailing ship, and giving away a few pairs of Boots for it doesn’t seem such a bad affair until someone gets a nasty wood splinter in their bare foot. |
| Option 4 | Refuse to Trade | The tribesfolk are understandably disappointed, but life on our island is harsh and we have to hang onto our Supplies. Maybe someday we’ll have more than we need. |
Related ship stats
Section titled “Related ship stats”Event choices often care about Health, Crew, Gun Damage, Boarding Damage, Speed, and Manoeuvrability. Match the event text to the relevant ship role before sailing.