Sink or Swim

Season 1, Episode 3

"**Sink or Swim**" is the third episode of the first season of RDS's *King's Crossing*. It is the third episode of the series overall. It premiered on April 13, 2023. It was written and directed by Rath.

## Plot

Gnimwirt and his guide, Adarag, set out from the Kingdom of Othrondil on their way North to the Freelands in pursuit of Gnimwirt's interests. However, to do so, they would need to get past the Rok'Kar Blockade. Using their quick wit and stealthy advantage, they found their way both into and out of the sea, ending up on the Wake Racer.

## Synopsis

The sound of waves break against the shore in a dazzling orchestra of nature's display as the sunrise dances across the deck of their ship. Our party is standing there, watching the dock come closer and closer, on board an unfamiliar ship after losing their own boat to the Rok'Kar Blockade.

Adarag, a halfling smuggler, has encountered these blockades before. A division of the Rok'Kar Empires main invasion force into these lands, the blockade posed a real threat. This is their story of how our adventurer's survived.

As the blockade grows closer, and the ships loom overhead, Adarag, the smuggler guide, heads directly toward it. He has a plan to use wit and charm to bribe his way past the blockade. Gnimwirt, his Gnome passenger watches eagerly, unsure what to expect.

The boat they sail along the coastline in is a small sloop, agile and nimble. Amply named, the Nimble Wench. It slides up toward the corsair ships and Adarag calls out across the calm sea to the blockade owners. "Ahoy there!" He then asks for permission to pass, arguing it's only a small sloop with meager goods.

With a critical successful roll, Adarag is able to maneuver his ship lazily through the blockade, passing the majority of the ships. A massive Bugbear calls for the clearance of the sloop. However, as they exit the blockade on the other side, what seems to be the Flagship, hails them. "Wait There!" A gravely voice calls out. Adarag notices that the ship bears the sigil of the Corsairs, two forearms crossed with a scimitar and hammer in hands. This is an elite Rok'Kar naval faction, known for their vicious reputation.

Gnimwirt observes the situation, their distance from shore, and relying on the capability of his guide. Moving below deck into the small storage space, Gnimwirt searches for a relative trade good or icon like a scimitar. Unfortunately, he is unable to find anything of value and bumps his head into the overhead deck. Gnimwirt calls out to Adarag on deck, asking if they carry any goods that would appease the Bugbear. Adarag, piloting the skiff, strains to hear him below deck but knows they favor salted meats, coin, and any weapons of decent quality. He asks Gnimwirt to look for a barrel of salted meats near the aft of the boat. Gnimwirt, with direction, goes to search.

Meanwhile, up top, the Bugbear calls out again, "You Stop There!" Adarag obeys and pulls his ship to a halt near the large flagship. The crew of this ship looks down on the Nimble Wench and the Captain, a gnarled and marred Bugbear steps up. He asks what this skiff is hauling and Adarag informs him they make for Arwin's Rest with some supplies. The halfling asks is they'd like anything he carries. The Bugbear seems inquisitive toward what is in Arwin's Rest and what they could be bringing there. Our smuggler friend assures him they carry no weapons of war but instead some salted meats. The Bugbear perks up, "Let's See This Meat!" At that, Gnimwirt opens the barrel he found marked for Salted Meat, empty.

The gnome closes the lid and quickly realizes he can't easily move this barrel due to his small frame. He then moves to his smuggler captain and informs him, "There's no meat in the barrel." His words, lost in the sounds of the sea and creaking of the Corsair ship. The Bugbear tells them to hurry and Adarag buys for time, claiming Gnimwirt is his deckhand who is not great at their job. The deckhand mentioned, moves to the second barrel of Salted Meat and sees the lid is nailed down. Gnimwirt attempts to break into this barrel but his nimble fingers can't seem to work the nails out.

Adarag, still buying for time and belittling his deckhand, asks for both barrels to be given to the corsairs. Gnimwirt asks for help in moving the barrels of "Meat" to which two bugbear crewmen drop down from the deck of their ship. The Nimble Wench rocks in the open ocean at the impact. One barrel, bolted lid, is snagged. The other, an empty barrel, is quickly discovered to which the Bugbear captain decides they'll take the sloop as payment instead.

Gnimwirt, eyeing up the bugbear standing over him with empty barrel in hand. Adarag, having the forethought, pulls his poison tipped stiletto. Gnimwirt begs for any other trade, even offering the clothes off his back. Adarag assures him, these folks don't ask twice. Two more crewmen drop down onto the Nimble Wench. Adarag pleads they not take his ship but the crewmen shrugs him off stated the Captain has claimed it.

Realizing the dire situation they are in, a bugbear dropping an empty barrel to pull his sword from its scabbard, Gnimwirt once again surveys the area and their distance to shore, and decides to raise his hands in surrender. Adarag, once more pleads for favor to keep his ship, offering the come back with more goods to give them on the return trip. Without a moments notice, Gnimwirt watches the bugbear with weapon drawn, walk over and spartan kick Adarag in the head, launching him head over heels into the water. Gnimwirt attempts to shove the empty barrel into the water, but fails repeatedly to heave it into the water. Adarag, recovering his composure in the water, moves to the side of the boat and helps pull the barrel into the water with Gnimwirt pushing, and again they are unable. Gnimwirt ditches the barrel, grabs the discarded lid and dives into the water. Surfacing moments later, floating on this wooden lid.

The Nimble Wench proceeds to get ransacked and stripped as our halfling and gnome travel companions float in the open sea. Gnimwirt, with one last effort, calls back to the Bugbears aboard the Nimble Wench to toss them the empty barrel, which only receives mocking laughs. The water based duo turn and try to swim to shore. This does not start off well as Adarag flops around in the ocean and holds Gnimwirt back from making any significant progress.

As they flounder around, the blockade of ships opens once more as a merchant vessel moves past, headed North past them. Gnimwirt, weighing the options, asks Adarag if they should make for this new vessel or shore. He hears only gurgling in response. Gnimwirt, decisively, removes his robe to wave around over his head as an emergency S.O.S. The merchant ship seems to notice and comes to a slow as they drift past. A rope is tossed down into the water near the now naked halfling and his drowning companion. The pair fails to grab the rope which is then retossed out to them. Gnimwirt succumbs to the ocean and begins drowning but Adarag is able to grab Gnimwirt and the rope.

Now dragging behind a drifting ship, a rope tied from deck to halfling, a halfling holding rope and gnome, a gnome drowning. Adarag keeps his grip as his passenger blacks out. The rope is pulled in and the two of our waterlogged companions are hauled in. Gnimwirt in his underwear is pulled onto the deck, followed by Adarag. They're met by a crew of Men who stare down at them. "You're the fucking weirdest looking children we've ever seen."

Adarag gathers his composure and introduces himself as Adarag Nimblehole, smuggler at large, and one of the finest sailors of the sea at a ripe 22 years of age. He also introduces Gnimwirt who is still unconscious. The crew takes care of the gnome and help him to regain consciousness. Adarag asks for their savior's names. This is a crew from the merchant guild, Emerald Cove (Later known as the Emerald Enclave), and the ship is called the Wake Racer.

As Gnimwirt recovers, coughing up water on the deck. He exclaims that he is aware of this faction. Not only that but he has contracted with them to ship from the Starforge Academy of Science. One of the sailors admits they've done business there but are not familiar with specific shipments and ask if these are students. Gnimwirt states he was a professor at the Academy and points out the Emerald Enclave is owned by Gnomes and they should be familiar with the race. The crew admits they've never seen a Gnome in person before.

One of the crewmen introduces himself as Captain Bartholomew and asks what brings them out to sea. The two smallfolk point to their former dinghy, currently being hoisted up onto the Corsair ship. The captain has his two new passengers wrapped in blankets and asked if they had their papers, Adarag quickly relays that his papers were washed out to sea. Gnimwirt moves to dry out his writing kit to note down the captain's name and details to repay the debt in the future. He even offers to give his word of favor to Elder Umekian at the Starforge Academy, stating this will give the man and his crew more business.

Adarag calculates his losses, the first of which being his logbook now. Gnimwirt is invited to use the Captain's Quarters to change clothes as the crew of the Wake Racer move on about their day. Meanwhile, Adarag sneaks below deck to get an eye on what cargo this ship is carrying. This consists of blankets, oils, wax, provisions, etc. The makings of provisions for refugees from the war.

Gnimwirt steps out, now in his wrung out fine clothing, and asks the Captain where they're headed. He informs the gnome they're moving to Kirkwall and then North to Arwin's Rest for a monthly check in before moving back South. He admits their voyages to Arwin's Rest are rare, monthly at best. Gnimwirt works up the courage to ask if he and his guide could accompany them to Arwin's Rest. The Captain agrees before looking around for the other passenger. Gnimwirt moves back to the last place he saw Adarag, even looking back over the side of the ship. The Captain stays and watches Gnimwirt and scanning the ship. Adarag, overhearing the conversation above him, sneaks back on deck and leans against the mast. Reunited, Gnimwirt lets Adarag in on the plan to go north to Arwin's Rest. Adarag exclaims he was supposed to be the only merchant trading with the town. Gnimwirt says they should behave while being guests aboard the ship and does not plan to rob the Captain or others here.

With that, the Wake Racer sails North. A quick stop off at Kirkwall to offload cargo, and then to Arwin's Rest. The ship anchors out at sea and a rowboat carries Gnimwirt and Adarag in to the dock. The man rowing, Hawthorne, informs the duo that this town is sinking into the swamp and might not be here much longer. The smallfolk clamber onto the dock and watch as an elderly man, cane in hand, slowly and meticulously moves down the dock. he looks over the few crates dropped off before letting his eyes rest on the pair of adventurers.

Now in the Freelands, a swamp, a ragged settlement before them half sunk into the environment. A few shabby shacks nestled into ancient ruins dating different civilizations long past. A dense fog lay over the land as Adarag turns and thanks Hawthorne for bringing them to shore. The crewman shakes their hands and states he hope their both alive whenever he returns.

"And who might you two be?" As the elderly man walks up behind them on the dock. An awkward conversation ensues between the three of them. Gnimwit and Andeyeno, or Gnimwirt and Adarag attempt to introduce themselves and meet this old man. He seems brash and outgoing as he states he is old and thus called Elder. His name, Arlain. He claims to be one of the leaders of the town, whether by choice or simply having been around longer than most.

Gnimwirt offers to help move the crates into town with the elder, but the elder says he will have no part of it but they're welcome to. Adarag asks if any news is to be had and Arlain says two scientists showed up on my dock. Realizing the elder is talking about them, Gnimwirt grabs a crate to start hauling. Arlain goes on to mention an invader and Adarag probes for more information, this stops Gnimwirt who then sets his crate back down. Arlain explains a single invader came to town, possibly a scout, a fat scout. Gnimwirt asks what the fat scout did and Arlain exclaims he ate soup at the Lodge before running off into the woods. Gnimwirt admits that's quite invasive.

Scallop Broth being the soup in question, as shellfish are their main industry here. Gnimwirt asks more about the scout and Arlian lets him know it was a Rok'Kar scout. Gnimwirt asks if it was a Bugbear but the elder says it was not but instead another race. We learn that the Rok'Kar Empire is made up of many different civilizations that have all become part of one large empire. Arlain calls the fat invader scout, Gurkle. An odd name, similar to Andeyeno. Adarag corrects him and reintroduces himself to make sense of it all. Arlain asks why a scientist would be called Gnimwit, but is again corrected.

The Elder asks what brings them to Arwin's Rest. The pair states they came in with the merchants. Arlain mocks their tourist location choice for choosing to come here. Brushing this off, the smallfolk ask where they could find some food. An argument ensues with the duo debating who is better friends with the Elder Arlain. This is cut short when the Elder tells them to go find Hobb's Lodge and have a meal and sleep on his tab. They part ways with Gnimwirt once more attempts to move something from the dock in to the "Old Market" to the North side of town.

As they make their way North through town toward the Old Market, they notice the path is clear but everything else lay in mud, gunk, dead flora, and decay. They reach the Old Market and find it a burnt remain of what once was a market. One small stand is erected to house a small storage of crates. With no one else around, Adarag only sees some rare few people who look in just as much disarray as the town itself. Dirty and dismal seems to be the general mood.

The party discusses their options and decide with nothing in one hand and scallop broth in the other, they opt to head to Hobb's Lodge for a hot meal. Making their way back South through town, they find an old timey stage coach wagon converted into a small shack building. The original writing of Hobb's Lodge displayed faintly on the side. Opening the front door, they're met with the heat of a warm fire kept stoked, the sound of murmering from a few patrons, and the sight of a serving girl moving about cleaning off a table. She turns and notices Gnimwirt peeking in, she welcomes him and offers him to sit wherever. Adarag and Gnimwirt grab some seats at the bar and wait to be served. While they wait, the patrons seem to be wrapping up any morning lounging before heading out for the day. The server girl steps behind the bar and greets them, "New in town?"

Adarag admits they just arrived and heard good things about the Scallop Broth. She offers them the menu and at the request of tea, she delivers up their order as best she can While she works, she asks their story. Gnimwirt regals her with the story of his journey from Othrondil to the Freelands. Adarag asks why people seem skittish here. The lady mentions they've had some run ins in the past before asking if the two of them are adventurers. They inform her they are not, instead merchants who have dealt with Griff in the past. They inquire where he might be and she lets them know he has gone out looking for his son, Matteo.

The duo push for info and learn that many people go missing, more and more lately. The outlying area has become increasingly dangerous and that the hunt captain has been investigating. He even recruited a couple of new adventurers and new friends of hers. Gnimwirt has a strong suspicion that she knows more than she is letting on. Learning her name, Lilliana, a waitress with aspirations to run the Lodge one day. She asks their names and even flirts at the idea of calling them heroes. Gnimwirt offers to help the hunt captain and barkeep, which Lilliana asks why they would want to do that. Through Adarags former dealings with Griff, they feel somewhat connected to finding him and getting a better foothold here.

Lilliana instructs them that Griff traveled North to find Matteo, the Hunt Captain Kylar left South, and the new friends of hers went East. These new friends of hers being an Orge and a Dwarf. Not Gurkle, but Grunkle, traveling with Torvekek. She knows Elder Arlain, calling him a very good man. Learning that they've been offered room and food from Elder Arlain, she welcomes them to use it as they will and guides them to find the path East if they intend to search for her other friends. The conversation ends with a couple of bowls of scallop broth brought out.

Gnimwirt and Adarag discuss their options going forward. The source of the problem with Hunt Captain Kylar to the South, their contact Griff and his lost son to the North, or Lilliana's friends to the East. They agree to travel North to find Griff and aid in seeking out the lost boy, Matteo. Lilliana rejoins them at the bar, sitting atop the counter, cleaning a mug, and making small talk with our two adventurer's whilst they eat their breakfast.

## Cast

* PCs
* NPCs

Adarag

Gnimwirt

Arlain

Bartholomew

Hawthorne

Lilliana

## Quotes

* "You're the fucking weirdest looking children we've ever seen." - Crew of the Wake Racer to Adarag and Gnimwirt

## Trivia

* Half the session was unscripted or planned. The introduction set the party arriving at Arwin's Rest without their boat. The question was posed how they lost their boat. This turned into an hour and a half adventure.
* Due to this being the "tutorial" section, there was never any real threat of death. This will not be the case going forward.
* The Kingdom of Othrondil, the origin of their journey, is called Starhaven in the common tongue.
* Adarag announcing to the world that he is a smuggler was not the tactic that Gnimwirt expected, but this is the first trip the Gnimwirt has accompanied him on.
* Arwin's Rest is a miserable place and so Lilliana's primary job is to make it a haven and home for the patrons.
* Arlain was originally intended to be more rigid and stern but became a cooky old man.
* Gnimwirt struggles to explain why he has traveled to Arwin's Rest as he is currently on a covert quest.
* Gnimwirt is fast realizing that Adarag and himself are not very capable at defending themselves from the wider world and may need help.

## External Links

* Episode Three: Sink or Swim
* Episode Three - Under The Table