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What follows is a general outline of the events of the sea voyage that occurred when this campaign was first run. It is not absolutely essential that you strictly adhere to these events. You can skip events if you like or add to them. Or shift them around so that they happen on different days. Do whatever you feel is appropriate for your particular campaign. The point is that the player characters have embarked on a very long sea voyage (50 or more days) and every day is an opportunity to throw them into adventure. So, have fun with it... read on for a fewideas and suggestions...
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A great deal of preparation was involved in getting ready for the journey. All three ships were made ready. Long lists of supplied were studied. Finally, the ships were loaded and everyone grabbed their belongings and walked on board. Three ships are undertaking this voyage:
The Third Wind
This is the ship that the player characters travel on. For the duration of the voyage, this ship is their whole world and all events will be described from their point of view on this ship. The Third Wind is a well built, single masted knarr variation. It is commanded by Captain Callister Drabbyn. Most importantly, it has two cannons. Very few ships are equipped with cannons at this point in Ithrian history. But on this trip, two of the three ships have cannons. This voyage is important!
The Titan
The latest and greatest ship built by the Empire. It has some advanced design techniques in its construction and was originally intended to supercede the Black Orchid as flagship. However, it was reassigned to the voyage to Aggradar. The Titan has four cannons. Commanded by Captian Berringer.
The Vanguard
An imperial war ship taken off of active duty and reassigned to this journey. True to its name, the Vanguard would sail about a half mile ahead of the other two ships and risk unseen dangers (like hidden shoals and such).
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Each ship has a noble on board who is the imperial representative. Each ship is also transporting a small number of elite soldiers (think Navy Seal team) in addition to the regular crew. The Third Wind is also carrying all of the players who are viewed as heroes in the Empire.
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The convoy of three ships puts out to sea. A great crowd waves to the ships from the docks. The crew of other passing ships wave as the PCs left the port of Aridorn. All three ships set sail out into the deep blue sea. Once out on the water, the imperial noble aboard the PCs ship gives a long, fairly dull speech. Later that night, the crew opens up a couple of barrels of ale and throws a party.
Unless otherwise specified, the Vanguard proceeds about 2000 feet ahead and the Titan and the Third Wind travel side by side about 1000 feet apart. Long distance communication is accomplished with a code language based on flags and stances. Each ship will signal to the others with flags to update on daily status.
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Day two is fair skies and a gently rolling ocean. The lookout spots another ship on the horizon heading in north and west towards Borrell. It's a small one masted cog. Flying Rukemian colors. Upon approach, the captain sees that it's the "Warthog" with Captain Sancho commanding. "Hoa! Third Wind! How cheer ye?." The two captians exchange greetings.
Captain Sancho says something like "What finds you out this far? You gonna sail to the edge of the world or something?" If asked about his business... "Me… I'm just transporting some.. uh… goods".
No other encounters.
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The ships reach "Geldren's Deep", the far fishing grounds. Another ship is already there. A large two masted fishing sloop. Flying Rukemian colors. As they get closer, the ship is identified as the Ragged and Beaten under the command of Captain Enchert and first mate Dalgo. The Third Wind comes the closest. The Ragged & Beaten says that weather has been fine. The captains all exchange news.
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No encounters. Quiet day. Calm sea. Good winds. In the evening, a stowaway is found on board the Titan. It is a young woman named Ilra who is the daughter of Senator Braxton. She was caught when she left her hiding spot to get food. She snuck aboard to be with a sailor she loved and is running away from her father. Captain Berringer orders one mariner to take her back in a small makeshift sailboat (given sufficient food and water).
An alternate version - Instead of a young girl, make it a fat noble woman who is in love with one of the player characters. She had snuck aboard with visions in her head of running away with her “brave adventurer” who would “violate her innocence” in all kinds of ways. She would also need to be taken back to the mainland by one of the crew.
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Based on experience with indicators (sky color, cloud formation, wave patterns) Captain Draabyn senses a storm coming. A minor storm. The nobles complain endlessly. One of them gets seasick constantly. The storm rages all night. The crew is calm. They have seen worse storms. On a scale from 1 to 10, this is a 4. Should hit several storms this time of year.
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The storm finally blows itself out. All 3 ships have weathered it well. Moderate damage control. The player characters are put to work swabbing the deck, tarring leaks, coiling ropes, etc. The crew sees a school of grey whales. They ride along side the ships for awhile. The mariners say that's a sign of good luck. Spirits are up.
This website was last updated March 31, 2026. Copyright 1990-2026 David M. Roomes.