Session 3

After days of rebuilding, Dane summons the PCs and tells them they will be departing the next day to recruit mercenaries to stop the Gnomes from producing some sort of weapon. The pair spend the night in a tavern where Finnius wins an amazing amount of gold after borrowing 5 coppers, as well as a small worn looking dagger. Errol tries his hand at the dice as well, but only loses. He then takes a marksmanship challenge from Sylindar Arrow. Errol loses soundly but is given a few coppers for being willing to challenge the Sylindar Arrow. Sylindar gives Errol a bowstring.

The next day, the PCs set out on the Westriver and arrive later that day at the nearby port city where they find the boat they have had passage booked on. They are put to work immediately by the first mate but see no sign of their contact Akeesha Darkarrow, who is supposed to meet them. The boat leaves port and their questions are pushed aside in a flurry of work. They retire for the night and Akeesha appears to then in the hold. Their contact turns out to be Sylindar from the tavern. He gives them a warning, telling them they just have to survive.

The two move out on deck and are put in position by a strange metal log. The emulate the others as they go about filling the log, then touch the nearby torch to the small hole on top of the log. The cannon explodes as the PCs loaded the gunpowder after the cannonball (lol 3 trip zeroes). Errol is thrown back into the mast and given terrible wounds, while Finnius’ head is destroyed by the blast. The explosion opens a giant rent in the ship causing to it take on water.

The crew begins to abandon ship, and some of them grab Errol and bring him to one of the row boats. The ship they had fired upon approaches the life boat and Errol weakly reaches into the bag Hunter had given him. By some miracle he pulls out a white flag with the word Parlay onit. As he passes out, draping himself with the flag. Errol is then taken aboard the enemy ship and cared for. While unconscious Errol has a dream where he sees Finnius, and as Finnius fades from the world, he enters a dark tunnel rather than the light one.

Errol awakens bandaged in a nicely furnished cabin, and at the table in the cabin is a well dressed man. He is the captain, and tells Errol he will honor the maritime tradition of parlay. Errol explains he doesn’t even know what the word means, but the captain is unconcerned. The captain asks for Errol’s story, and after hearing the full account the captain offers Errol passage if he works as a deckhand. Errol agrees, and the captain gives him a writ of work, detailing that he will work for up to 1 year and no less than 7 days. Errol works his time on the boat and when the reach port, He is given his choice of tatoo for being a sailor in the Royal Navy. He chooses the Clipper ship and has it done across his back. Over the course of the journey he absorbed sailing knowledge like a sponge, and by the end of the journey needed to ask no questions, or be told what to do, impressing sailors with a life time of experience. At port the captain tells him that he is retiring, and is prepared to offer Errol the first mate position when he does. Errol accepts and is given the position of first mate with a 5 gold piece a week salary.



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