Players: Jeremy Condon, Don Cee, Kaye, Don Thorpe, Robert Griffin
Aboard the Nightblade, Fuzzy, Corlynn, Zevon, and Xyrora watch their ship sink. There is no time for mourning, though, because the rest of the Sea Urchins (the name having been changed) are going down with the ship, and there’s still most of the crew of the Nightblade to deal with. Sandokan and Bronn the Bold swim to safety and climb aboard the Nightblade, and the Urchins begin pulling in their crew. Meanwhile, belowdecks, Echo Cavalera, a halfling rogue who was captured by the Nightblades, sees her chance as the sailors around her are distracted by the fighting above. She retrieves the lockpick she keeps in her cheek and slips her shackles. Bronn opens the hatch, letting the sailors pour up spoiling for a fight, only to be faced with Bronn, Kun Aguero, and Sandokan standing together, which stops them in their tracks.
Zevon and Corlynn work on saving the rest of crew: Zevon lights the way for crewmembers trapped in the hull of the sinking ship while Corlynn inspires them to keep fighting for their lives, and warns them of a piece of the prow breaking off into the water. Zevon also retrieves the ale casks. Meanwhile, Bronn offers the Nightblades a choice: join us or die. Echo eagerly joins, and the Nightblade sailors are about to switch allegiances when their first mate, a tiefling named Mordaine Hull, berates them for their cowardice. Bronn puts his spear into the bound Hull, Corlynn finishes the job with a magic missile, and the Nightblades are now Sea Urchins.
The rescue is completed, with only two crew lost to the sea: Tony the wizard and Lady Storm, the master of arms. The Urchins set Jayne Sauzall, the carpenter, to building a dinghy while they dive for the lost treasure of their sunken ship. Bronn dives deep with a rope around him and manages to find the chest with five locks and return with it mere seconds before he would run out of air. As they take stock of what’s aboard the Nightblade, Echo informs them of a hidden compartment she noticed in the hold. She easily opens it and extracts three silver chalices and a large chest, which she quickly unlocks, revealing a huge wealth of gold and gems.
After two days, Sauzall is done with the dinghy, and the Urchins put Axelrod Pendergast, the once-captain of the Nightblade, ashore in a small cave in the cliffs nearby. They give him food and drink for a week, and are about to head for Freeport when they are approached by a Sea Dragon ship flying the flag of parley. The ship, the Wrathfire, is captained by Marok Stern, the humorless half-dwarf second-in-command of the Sea Dragons. He informs them that Riverwatch, the fort atop the cliff, belongs to the Sea Dragons, and demands to know what the Urchins are doing standing off the shore for days. Stern laughs when he learns that the Urchins had just taken the Nightblade, as he considers the Nightblades weaklings and false pirates. As for the Guild, Stern is cautiously complimentary— they are competitors, but honorable ones. The Urchins give him a gift of a barrel of ale, which attracts the attention of Zorion the Mindbender, Stern’s flamboyant tiefling lieutenant. Compliments are given to Stern’s nice hat and Zorion’s colorful robes. The Urchins sail away without a fight, thinking that perhaps the Sea Dragons will make for a good alliance in the future.
Aside from informing a passing Philhomen ship that Exonia is up to something in these waters, the trip to Freeport is uneventful. In Freeport, the Sea Urchins meet with Thohorn Pactmaker, head of the Nightblades, in his headquarters in a house he inherited from his grandmother. He is horrified to see Pendergast’s signature bandanna with blood on it, and eventually agrees to an alliance with the Urchins when he recognizes how tough they are, and that he has little other choice. Their crews will merge, with all men to be treated equally.
Then the Urchins go shopping, picking up a large telescope, a ritual of Water Walk for Zevon, and two ballistas to mount on the prow and stern of their new ship. As a last act before leaving Freeport, Corlynn sends Echo with a note to nail to the Guild’s door. It simply says “Two.” Unfortunately, Echo is caught in the act, and can’t quite lie her way out of it. The Guild guards are incensed when they learn she’s from the Sea Urchins, and Echo flees, but can’t make good her escape. The Urchins, wondering what’s become of their new rogue, go looking and come upon her surrounded in an alley near the Guild’s headquarters. There is a brief fight, the halfling is saved, and Corlynn writes a new note in a Guildman’s blood: “Three.” She boldly nails it to the Guild headquarters’ door.
Experience per player: 400
Treasure gained: 890 gp, 3 silver chalices worth 250 gp each, pouch of Woundstitch Powder