<span class="bbc_u"><strong>GM Note:</strong></span><br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">GM Notice: Understood, once crew votes then go planning phase how to hijack the ship. I also rolled K:local 21 for information on the city we are in; like how good security is in docks, other ships, local laws about hijacking ship, storage houses or any info on about merchant house/ship they have. Anything which Kazael would have reasonably known in past + learned during week stayed in city.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Part of the planning phase requires a fact gathering phase, Zaer.<br/><br/>I am not just going to allow you to roll a knowledge (local) check to get information that your crew needs to acquire.  I prefer for questions to be clearly asked and numerated, so I can clearly answer them.<br/><br/>You do know something about the Merchant House:<br/><br/>It is the Rainier Merchant House, and it deals in magical artifacts.  The house is under financial duress, and it had to liquidate its ship in a foreign nation in order to stay in business.  The ship had the misfortune of losing nearly its entire crew, and they could not acquire a new crew or a new captain under the terms of the struggling merchant house.  Since they are foreign, the merchant house does not have a warehouse.  Indeed, the Rainier Merchant House is hoping to pay off any and all docking fees with the proceeds of the sale of the vessel.<br/><br/>The vessel is a longship with two on-board cannons.  It was called "The Ferryman's Burden," though the bill of sale states that the new owner can change the name of the vessel to what they please.<br/><br/>As for the city, well... Elnera has a comprehensive and competent guard, from what you've seen.  You have had to keep your movements in town secret.  However, the city is full of men of your ilk, and so, the guard also has its hands full.