We decide to go for the letter despite the apparent lack of an appropriate skill....
If we had ROGUERY, we'd simply forge the document.
A letter of marque would allow you to indulge in a spot of honest piracy - or rather privateering, as it is called. Such a letter licenses you to act as a private soldier of Her Majesty's navy, with full entitlement to plunder Sidonian treasure-ships.
'But we'll never be able to get one,' sighs Blutz after you have all spent some time discussing the idea.
'That's right,' growls Oakley. 'I hear it costs almost as much in bribes to get hold of a letter of marque as you're likely to bring in as profit!'
'We may as well try, at least,' you tell them, irritated to hear such pessimism.
You make your way up the narrow streets to the fort, where you lose no time in applying to the Office of Prejudicial Trade for a letter of marque. A bland-faced fellow in a blue velvet doublet listens to your request, then favours you with a prim smile. 'Of course, Her Majesty's government is very keen to see private enterprise flourish,' he murmurs silkily. 'But drawing up a letter of marque is not just a simple matter of putting quill to paper. There are forms to be filled in, credentials to be established, the proper channels to go through, red tape...' He pretends to stifle a yawn. 'It all takes time. And money.'
Grimes nudges you and mutters behind his hand: 'He's angling for a bribe, skipper.'
If you have a diamond with which to bribe the official, cross it off your list of possessions and turn to 244. If you prefer to resort to CUNNING, turn to 260. Otherwise, you can take your leave, either to call on Master Capstick if you know him or to weigh up your remaining options.
Who needs wealth when you can rely on your own wits?
You reply with a discreet smile and draw the official aside, adopting the conspiratorial tone of one elegantly mannered knave to another. By promising him a lavish share of any treasure you take from Sidonian galleons, you finally manage to convince him to issue you with a letter of marque.
Record the codeword Mammon on your Adventure Sheet and turn to 244.
That....didn't sound like a particularly cunning idea to me. I suppose in this case the Skill just gives us a more persuasive tongue. Either way, we get what we came for...
Clutching your letter of marque, you emerge into the sunshine with the happy air of scholars who have just been awarded their diploma. Outwardly you retain the weather-beaten faces and grimy clothes of common street ruffians, but the document in your hands proclaims otherwise. Now you are licensed privateers — proud sea warriors in the conflict with the rapacious kingdom of Sidonia!
'Now all we need is a ship,' says Blutz. The rest of you whirl and glare at him, the contented smiles wiped off your faces in an instant. Trust the fat oaf to bring you down to earth with a bump!
Note the letter of marque among your possessions. Then, if you previously encountered Master Capstick and were invited to call on him, turn to 69. If not, turn to 107.
.....you know what, forget the monkey, we should have just offered Blutz to to those cannibal natives. He'd probably have enough meat on him to satisfy them.
I'll proceed ahead with visiting Mister Capstick, since there's no reason not to take the blue option. We can vote on what to drop in favour of the letter of marque later (if we want to keep it).
Capstick has a fine house on Halyard Street, in one of the richest parts of town. Smartening yourselves up to look as respectable as possible, you ignore the sidelong glances and haughty sniffs of the wealthy passers-by, marching straight up to present yourselves at the front door. The servant who answers the door at first mistakes you for beggars, but once you've corrected that small misunderstanding he shows you through to his master's study.
Capstick is sitting by the fire with a book. Seeing you, he gives his great belly-shaking laugh and leaps up to greet you, commanding the servant to bring a bottle of sherry.
'Freshly taken off a Sidonian merchantman,' he says shortly, lifting his glass to savour the smoky gold liquid before drinking. 'And...' he smacks his lips, refills your glasses, 'all the better for being plundered off one of those rascals, eh?'
Soon the conversation turns to the matters you discussed aboard the
Jewel of Heaven. At this, Capstick's face falls. 'I have sour news,' he tells you. 'I must sail for Glorianne in two days' time, and so I'll be unable to partner you in your attack on that devil Skarvench. Moreover, I've told the tale to several high officials - but no one believes it's true!'
You give a glum nod. 'Who can blame them, given the source of your information? We are vagabond ex-pirates, which is not the best pedigree for reliable testimony!'
'But I believe you, by God!' He produces an envelope and hands it to you. 'This is a deed of ownership for a sloop that I own in Port Selenice. She's just a small craft, but better than no ship at all. Go to Selenice, get together a crew, and see if you can't beat this Skarvench at his own game!'
Thanking Capstick for his help, you take your leave. 'I'm only sorry not to be sailing with you,' are his parting words.
Add the deed of ownership to the possessions listed on your Adventure Sheet, then turn to 107.
Well, we needed a ship and now we have one! That's convenient. Although that again means we have to drop something to keep it.
Finding a secluded snug in a tavern away from the docks, you consult with your friends as to what your next move should be.
Blutz is all for telling the authorities what you know. 'They're in a better position than we are to protect Queen Titania,' he argues.
'I disagree,' says Grimes. 'An opportunity like this won't quickly come our way again. It's like the tide: take it at the flood and fortune follows; wait till it's out and you've missed your boat.'
'We should go to Port Selenice,' says Oakley. 'That's where Skarvench will go next. Let's see if we can't steal a march on the fiend and scupper his plans. The Gloriannic authorities will reward us richly, but even more important than that -'
'More important than that, we get our revenge on Skarvench,' you finish.
If you decide to head straight for Selenice, turn to 145. If you go to the governor first, turn to 126.
So, a few things to vote for here:
1) Do we want to go to the governor or go straight to Selenice?
2) What do we want to drop in favour of the letter of marque?
3) What do we want to drop in favour of the deed of ownership to Capstick's ship?
Adventure Sheet:
Name: Long Dong Silver
Profession: Swashbuckler
Skills: AGILITY, CUNNING, STREETWISE and SWORDPLAY
Life Points: 9
Possessions:
1) Sword
2) Healing Potion (restore all Life Points)
3) Monkey
4) Provisions
5) Feather Shield
6) Black Kite
7) Ship in a bottle
8) Provisions
Money: 10 doubloons
Codewords: Mammon
No. of Deaths: 2
No. of rewinds/retcons: 3