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Events · The Prison

6 events. Bargains, ransoms and magistrates for the prisoners you take.

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The Prisoner's Bargain

Open skySafe anchorageA prisoner aboard
Your prisoner calls for you through the cell bars, offering to reveal the location of their old crew's hidden loot cache in exchange for their freedom.
  • [A prisoner] Accept the deal and release them at the cache site.
    A prisoner aboard
  • [Quartermaster] Have crewmate coax the cache location out of them with hot meals instead.
    Crew: Quartermaster
    In exchange for a warm blanket and two hot meals from crewmate, the prisoner gives up the cache coordinates while staying locked in the brig.
    −1 provisions+14 silver
  • Listen to their pitch, then refuse to unlock the cell.
    They let slip enough clues for you to chart the surrounding sky before realizing you have no intention of letting them go.
    Reveal 1 waypoints
  • Refuse to bargain with a prisoner.
    You shut the brig hatch and return to the main deck.

Ransom on the Wing

Open skyA prisoner aboard
An armed corsair sloop pulls alongside your ship. Your prisoner's old associates have hired her captain to buy them back—she holds up a ransom purse at the rail while her gunports stand open.
  • [A prisoner] Accept the twenty-silver ransom and hand the prisoner over.
    A prisoner aboard
    You winch the purse of silver across and send the prisoner back to their friends on a zip-line.
    +20 silverPrisoner
  • [Vulpine] Have crewmate haggle for a higher ransom.
    Crew: Vulpine
  • Refuse the ransom and ready your guns.
    You reject her offer and open fire as the sloop comes about for battle!
    Battle: Sky pirates · Close rangeIf you win:+16 silver
  • Signal that the prisoner is bound for a Crown magistrate and hold your course.
    Unwilling to risk a Crown bounty for a hired rescue, the sloop breaks off the chase at the next headland.

The Circuit Magistrate

PortMageholdA prisoner aboard
A Crown circuit magistrate is holding court at the port this week, and her clerk offers a premium bounty if you deliver your captured outlaw directly to her bench.
  • [An outlaw in the cell] Hand your outlaw prisoner over to the magistrate.
    A prisoner aboard
    The magistrate signs the warrant receipt and pays you twenty silver in Crown coin.
    +20 silverPrisoner+1 The Crown standing
  • [Quartermaster] Have crewmate demand the statutory witness fee on top of the bounty.
    Crew: QuartermasterA prisoner aboard
    crewmate cites the exact paragraph in the court fee schedule, forcing the clerk to pay twenty-eight silver in total.
    +28 silverPrisoner+1 The Crown standing
  • Ask the clerk what sentence awaits the prisoner.
    "Penal mines or the gallows, depending on the charges," the clerk replies matter-of-factly. You return to your ship to weigh your choice.
  • Decline and deal with the regular port guard instead.
    The clerk shrugs and returns to the courthouse.

Fever in the Brig

Open skyStorm cellSafe anchorageA prisoner aboard
Your prisoner has refused food for two days and is burning up with cell fever. Your crew looks to you to decide how to handle them.
  • [Surgeon or Mender] Have crewmate nurse the prisoner through the fever.
    Either: Crew: Surgeon / Crew: Mender
    crewmate tends the prisoner for two nights until the fever breaks; grateful for their life, the prisoner offers to join your crew.
    Prisoner
  • Give the prisoner a healing flask.
    Costs 1 flasks
  • Give them extra rations and a warm blanket.
    Costs 2 provisions
  • Release the sick prisoner on a passing rock with water and a blanket.
    You leave the feverish captive on a sheltered rock where a local fishing skiff can spot them.
    Free a prisoner
  • Just open the brig vent for fresh air—you can't spare supplies.
    Left to sweat it out in the cell, the prisoner eventually survives the fever.

Escape Attempt

Open skySafe anchorageWreckA prisoner aboard
During the night watch, your crew hears metal scraping against metal in the brig. When you shine a lantern through the bars, the prisoner is sitting innocently on the bench.
  • [Marine] Have crewmate strip-search the cell for hidden tools.
    Crew: Marine
    crewmate uncovers a sharpened iron spoon hidden in the bench slats and reinforces the loosened door hinge.
    +1 Melee skill XP
  • [Gnome] Have crewmate install a tamper-proof clockwork lock on the cell.
    Crew: Gnome
    crewmate fits the brig door with a three-tumbler lock and a false keyhole that completely foils the prisoner.
    +1 Repair skill XP
  • [A prisoner willing to join] Offer to let them out if they join your crew.
    A prisoner aboard
    The prisoner tosses aside their makeshift lockpick and gladly signs on as a member of your crew.
    Prisoner joins
  • Post a double guard on the brig for the next few nights.
    Under heavy guard, the prisoner abandons any hope of breaking out.
  • Ignore the noise—there's nowhere to run in open sky.

The Ransom Broker

PortRefineryA prisoner aboard
In a quiet tavern at the port, a soft-spoken broker slides a business card across your table. He buys high-value captives who aren't wanted outlaws and handles the ransom himself, no questions asked.
  • [A prisoner who is no outlaw] Sell your captive to the ransom broker.
    A prisoner aboard
    He pays sixteen silver on the spot and discreetly spirits the prisoner off your ship after dark.
    +16 silver+1 heatPrisoner
  • [Undertow +1] Use your Undertow connections to demand a higher payout.
    The Undertow standing 1+A prisoner aboard
    Respecting your standing with the Undertow, the broker increases his payment to twenty-four silver for the captive.
    +24 silver+1 heatPrisoner
  • Throw the broker out of the tavern where the prisoner can hear you.
    Hearing you refuse to sell them to a ransom broker, the grateful captive asks to join your crew instead.
    Prisoner
  • Pocket the broker's card and say nothing.
    You tuck the broker's tavern address away and return to your ship.

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord