Skip to content

The Harbourmaster

Old Man Crowley, our self-styled “harbourmaster”, is making a din at the pier. Shall we see what he wants?

DecisionChooseEffect
Option 1Indulge the Old ManCrowley has been sailing the Seven Seas far longer than anyone else. He deserves to be humoured every once in a while. We give him the Tar and Coin he asked for, and watch him as he paints “lucky glyphs” on the ships’ hulls, and throw coin into the water as a tribute to the Old Gods. A few witnesses gather around, applauding our kindness and patience.
Option 2Assign a HandlerWe feel like Crowley has grown even more erratic since we last saw him. He needs a patient hand to guide him and make sure his sudden impulses don’t cause more harm than good. The crewmate we pick is happy to take on the assignment, although that means he won’t be available for anything else.
Option 3Enough is Enough!Crowley’s antics are especially wearisome today. You decide the old man will be confined to his quarters until he has calmed down. As he is taken away, he screams his “glyphs” would have protected our ship from “evil spirits”. He also loses a pouch full of shiny Coins! Our actions earn disapproving glances from the gathered crowd.

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.