Episode Three Recap Plot in Faerun | World Anvil

Episode Three Recap

  • The characters, well rested, decide to commandeer the King's Warship and take to the seas, bound for the Moonshae Isles.  The Moonshaes are home to the Fae Ffolk and many Northmen, and is a large group of major islands west of the Sword Coast.  Laece appeared to the group and demanded to know, "Why aren't you in the Moonshaes yet?" back in Episode Two?
  • They are equipped with some powerful items, gifts from Ophelia.  Zirkin spots a large orb of the deepest black, emanating an unnerving feeling or power.  It remains hidden in Ophelia's chamber.
  • Before the party can leave, the King's Guard Captain seeks out Zirkin, as a prisoner insists he is a friend of the group, though he is bound for the castle dungeon.  The party pays the bail money for Karl Hungus, a a gnomish rogue, and loose acquaintance of Rapid Shadow.  Karl joins the party as they set sail.
  • Once upon the high seas, only a day from Neverwinter, a carrier pigeon brings news that Luskan has just been attacked by massive armies, and a giant red dragon was spotted attacking the city.  Shortly after, the ship is attacked by a group of three manticores, each carrying displacer beasts.  A mighty battle ensues, and much of the crew is lost.  The manticores do not ever engage in a melee with the ship; instead they wait until night, and haunt the ship with intermittent sprays of iron spikes launched from their tails.  This leads to dire damage to the ship's sails, and depletes what is left of the crew.
  • One giant man, a member of the crew, keeps on of the displacer beasts and butchers the body, roasting up a leg for dinner.
  • Only a day's sail from the Whale Bones, the crippled ship enters some kind of magical gate and when the sun rises, they find themselves in a foreign land.  Different stars, and language(s) so foreign, communication is near impossible.   The party spots a shining glimmer in the distance and rows the near destroyed vessel toward it.  They have found a port city, and in the bay of the harbor stands a massive bronze statue, the source of the glimmering light.
  • Once docked the party pays the appropriate taxes, finds replacement sails, and begins repairs to the ship.  What remains of the crew are cut loose to spend their coin in the town.  
  • Zirkin engages with another ship's captain, who is spellbound by the maps Zirkin provided.  Zirkin and the captain learn a few of each other's words and can roughly communicate through magic in the end.  The captain shows Zirkin where to go on a map to find the portal home, though he does not believe it is real.
  • The crew becomes difficult to find, drunk and unruly.
  • A group of shipwrights is hired to make repairs to the party's ship.  It appears they have bought them outright as slaves.
  • With a town noble furious at the loss of his shipwrights, and a few of the crew still missing, the group sets sail for the mystical gate.
  • After a day's sail, they find themselves in the proper place, and they are transported home.  They appear suddenly in the middle of a group of Ruathym longships, with the familiar pirate ship of episode  two dead ahead of them.  The ships are all floating still in the water.  Captain Weaver bellows, "oi, about it then, are you coming on board, or not?!"  His voice seems weary or nervous...or both.
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