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Let's play Bloodsword, book 3/5
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9606179" data-attributes="member: 42856"><p>We approache the misty figure of the undead navigator... Since we're loot-oriented, we settle on asking about the emeralds.</p><p></p><p>The navigator is quite friendly for un undead, and cackles when he understands we're here to plunder the plunderer. <em>There is no loyalty amongst pirates apparently... </em>He introduces himselves as Shambeer (<em>nice to meet you Shambeer. Do you realize we won't be meeting again, like, ever, and as PCs we hardly can remember the name of essential NPCs like our main employer or the ruling king of the country we've been in for like, 30 sessions, or the NPC wife of a party member... let alone a one-time undead) </em>and is happy to give us direction to the captain's cabin, at the far end of the stern. He emphasizes that we need to hurry up.</p><p></p><p>Quickly, we step down in the gloomy space below deck.</p><p></p><p><em>Since the dialogue was described until then, and the next sentence is exactly that, I assume that the group immediately left, mid-sentence, to climb down the ladder without saying anything more to dear Shambeer. That's reasonably standard PC antisocial behaviour, that or starting to discuss the next step immediately between players, as if the NPCs around had suddenly disappeared from existence. </em></p><p></p><p>Esmeralda pipes in to mention that since Shambeer mentionned that time is of the essence, she volunteers to cast Precognition in a loop so we can be more efficient when visiting the place.</p><p></p><p><em>That's a great idea. Too bad you didn't have it two books ago, when the whole goal of the book was exploring a dungeon quickly while maximizing our loot. Or during the last book, when we explored a castle and had several possible paths, many of which led to unnecessary death or fights.</em></p><p></p><p>We are then introduced to a timekeeping mechanism. The ghost ship will stay in the mortal plane only for a moment, and we'll be instructed to make ticks on a sheet of paper as time passes. Since we're very efficient thanks to our Precognition, we will start with 10 ticks (<em>instead of 7</em>). We start by checking one tick for climbing down the stairs.</p><p></p><p>We're offered to move toward the bow and the stern. Since there is no way a random undead servant of the Ghost Captain Hunguk would have lied to us to foil us in our quest, we go toward the stern. We mark a second tick.</p><p></p><p>We enter a passage with cabins on the right and the left, and we have the possibility to randomly open of of the cabin. We decide do to exactly that.</p><p></p><p><em>We gained more ticks for casting our Precognition spell, we already know the right direction, so we can afford to do some sightseeing, especially one that sounds a really dumb idea. </em></p><p></p><p>We're asked if we killed Psyche earlier, and we did.</p><p></p><p>Entering the room, we notice that Psyche is chained to the wall by heavy manacles. She implore us to break her chains. Instead of complying immediately, we ask her to explain how she is alive. She hisses that we're idiot, she's dead, and since she had sold her soul to Achferinax, Lord of Pestilence, she was bound to serve him, and he gambled her with Hunguk and lost. And apparently Hunguk forgot her and she's bound forever in this damned cell on a damned ship. She implores us to help her.</p><p></p><p><em>Prepare for maximum jerkiness</em></p><p></p><p>"The shackles that bind you are of your own making", you point out to her. "You chose your life of demonolatry and sin - now you must pay the price. It would be blasphemous to even consider freeing your from this just fate." You close the door and head aft. Record another tick.</p><p></p><p><em>Thanks book for empowering me in choosing to ally with Psyche. On the plus side, I like the tick-counting minigame, and it was a cool scene for color. On the exponential side, what a bunch of jerks we are. </em></p><p></p><p>We move toward the stern and find the large final cabin, lavishly decorated, with cabinet full of curios, a table with marine maps, and a door to the end of the cabin. We're instructed to record the MYTHAGO codeword.</p><p></p><p>Since we have only three marks, we can take the time to loot the cabin. We first look at the maps, which are marine maps of fable worlds mapped on a grid of strange mystical lines and star charts. Some of the symbols are arcane, other in languages we don't know and some we don't identify at all (<em>language matters!</em>). We count a fourth tick. We can take the charts if we want (we do, and discard the golden snuffbox to make room for it. Honestly, Hunguk is having a fair deal here). </p><p></p><p>We note the codeword SPECULUM and search the curios. We discard several dozen of priceless artifacts that we don't have the time to investigate further and we finally find the eyes of the Hatuli we're looking for. We drop the blue gems (eyes of another creature from book 2, servant of the Blue True Magi). </p><p></p><p><em>Honestly, we don't need to investigate a lot: we saw "priceless artifacts" and we could easily put them in our bag without investigating them right now. Even if they are not as useful as we think initially, we could sell them away... Also, there is a chance we're dropping a more valuable pair of stones (sapphire vs emerald). Hunguk will really think we're the worst plunderers ever. </em></p><p></p><p>We then open the last door...</p><p></p><p>Which, if you've followed the description of the layout of the ship (that admittedly I didn't post here completely) should open... outside the ship...</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9606179, member: 42856"] We approache the misty figure of the undead navigator... Since we're loot-oriented, we settle on asking about the emeralds. The navigator is quite friendly for un undead, and cackles when he understands we're here to plunder the plunderer. [I]There is no loyalty amongst pirates apparently... [/I]He introduces himselves as Shambeer ([I]nice to meet you Shambeer. Do you realize we won't be meeting again, like, ever, and as PCs we hardly can remember the name of essential NPCs like our main employer or the ruling king of the country we've been in for like, 30 sessions, or the NPC wife of a party member... let alone a one-time undead) [/I]and is happy to give us direction to the captain's cabin, at the far end of the stern. He emphasizes that we need to hurry up. Quickly, we step down in the gloomy space below deck. [I]Since the dialogue was described until then, and the next sentence is exactly that, I assume that the group immediately left, mid-sentence, to climb down the ladder without saying anything more to dear Shambeer. That's reasonably standard PC antisocial behaviour, that or starting to discuss the next step immediately between players, as if the NPCs around had suddenly disappeared from existence. [/I] Esmeralda pipes in to mention that since Shambeer mentionned that time is of the essence, she volunteers to cast Precognition in a loop so we can be more efficient when visiting the place. [I]That's a great idea. Too bad you didn't have it two books ago, when the whole goal of the book was exploring a dungeon quickly while maximizing our loot. Or during the last book, when we explored a castle and had several possible paths, many of which led to unnecessary death or fights.[/I] We are then introduced to a timekeeping mechanism. The ghost ship will stay in the mortal plane only for a moment, and we'll be instructed to make ticks on a sheet of paper as time passes. Since we're very efficient thanks to our Precognition, we will start with 10 ticks ([I]instead of 7[/I]). We start by checking one tick for climbing down the stairs. We're offered to move toward the bow and the stern. Since there is no way a random undead servant of the Ghost Captain Hunguk would have lied to us to foil us in our quest, we go toward the stern. We mark a second tick. We enter a passage with cabins on the right and the left, and we have the possibility to randomly open of of the cabin. We decide do to exactly that. [I]We gained more ticks for casting our Precognition spell, we already know the right direction, so we can afford to do some sightseeing, especially one that sounds a really dumb idea. [/I] We're asked if we killed Psyche earlier, and we did. Entering the room, we notice that Psyche is chained to the wall by heavy manacles. She implore us to break her chains. Instead of complying immediately, we ask her to explain how she is alive. She hisses that we're idiot, she's dead, and since she had sold her soul to Achferinax, Lord of Pestilence, she was bound to serve him, and he gambled her with Hunguk and lost. And apparently Hunguk forgot her and she's bound forever in this damned cell on a damned ship. She implores us to help her. [I]Prepare for maximum jerkiness[/I] "The shackles that bind you are of your own making", you point out to her. "You chose your life of demonolatry and sin - now you must pay the price. It would be blasphemous to even consider freeing your from this just fate." You close the door and head aft. Record another tick. [I]Thanks book for empowering me in choosing to ally with Psyche. On the plus side, I like the tick-counting minigame, and it was a cool scene for color. On the exponential side, what a bunch of jerks we are. [/I] We move toward the stern and find the large final cabin, lavishly decorated, with cabinet full of curios, a table with marine maps, and a door to the end of the cabin. We're instructed to record the MYTHAGO codeword. Since we have only three marks, we can take the time to loot the cabin. We first look at the maps, which are marine maps of fable worlds mapped on a grid of strange mystical lines and star charts. Some of the symbols are arcane, other in languages we don't know and some we don't identify at all ([I]language matters![/I]). We count a fourth tick. We can take the charts if we want (we do, and discard the golden snuffbox to make room for it. Honestly, Hunguk is having a fair deal here). We note the codeword SPECULUM and search the curios. We discard several dozen of priceless artifacts that we don't have the time to investigate further and we finally find the eyes of the Hatuli we're looking for. We drop the blue gems (eyes of another creature from book 2, servant of the Blue True Magi). [I]Honestly, we don't need to investigate a lot: we saw "priceless artifacts" and we could easily put them in our bag without investigating them right now. Even if they are not as useful as we think initially, we could sell them away... Also, there is a chance we're dropping a more valuable pair of stones (sapphire vs emerald). Hunguk will really think we're the worst plunderers ever. [/I] We then open the last door... Which, if you've followed the description of the layout of the ship (that admittedly I didn't post here completely) should open... outside the ship... [I][/I] [/QUOTE]
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