Session 16: Player Thoughts
The chapter continued on for us as we embarked on repairing the ship. And with the help of our ranger friend, this was easily done as we avoided an encounter with some dire boars. Though we denied ourselves some hefty experience, we also denied ourselves a possible character death, which is something none of us wants to experience again. I think we were all happy when we got back to the ship with the mast and everyone in tact.
When we were ready to set sail though, we were finally faced with a moral dilemma as we were accosted by three Scarlet Brotherhood ships. We were confronted by a real decision whose outcome might lead us on a very different path in the campaign. First off, three ships against two would have been a tough fight, but a fight that I think any good party on this adventure, probably would have gone for. I’d be interested in knowing what other players in the world did in this situation, assuming it was an actual encounter in the Savage Tide campaign, and not one Mark threw in. After we agreed to the Brotherhoods terms and they came aboard, I think Eric and I were very happy that Mark started with Bob’s ship as he was really put on the spot with what to do after the Brotherhood demanded woman to go with them. It was quite something watching Bob put on the spot, thinking hard and fast. Had he had the ability to see inside the minds of Eric and I, he would have seen that we were scrambling for answers for when Mark came to us with the same questions. In the end, it came down to the goody two-shoes response, and the conniving Captain and his Poledancer. Garland and I negotiated to send only Sindorei, while Gustav simply handed over his prized sword to save all the woman, including Sindorei whom he took onto his ship. The whole encounter was a bit stressful, and a lot of fun.
The next act in this chapter ended up being my personal favorite moment so far of this campaign. It allowed me to use Crimson’s Bluff skill to its true extent. After Meravanchi came back to the ship, wounded, and with no woman, Eric and I hatched a plan to get rid of him, as he had become a bit of a bother to Crimson and Garland. This was simply to good for us that we had to keep Bob in the room, even though his character would not be involved. I’m not sure if the write-up is posted or not, nor how much detail Bob went into in writing in, but basically I had Crimson agree to be Meravanchi’s woman, after he agreed to the “kinky” stuff my character does in bed with her whip dagger. And so when the time came, Crimson simply whipped the aristocrat to death, as per the plan of Garland and Crimson. We then went to Lavinia and Gustav with what happened, but claimed that it was a simple accident. And that it was in a sense their fault, as they refused to let Meravanchi on their ship with all the woman aboard. Lavinia was incensed at it all, making her hatred of Crimson even greater; which is what I was hoping for in order to create greater rollplaying situations in the future. As for my story to the crew of the Glaive, I simply said that Meravanchi died of the injuries he sustained during the fight with the mayor of Greenrock, after an infection seeped into his wounds overnight. This of coarse called for a night of celebration to honor our fallen and already buried at sea shipmate.
Last but not least was the arrival at Tomo-Atken. Here we faced off against a basilisk, who all to quickly turned Garland to stone, before we were able to kill the beast. We then went into the tomb, and did what we always have a habit of doing. That is, going directly to our goal. In the end it was almost better that way, given how little time remained in the session and knowing we wouldn’t be playing the following week. I admit I was a little disappointed at not having to face any monsters what so ever. The only two monsters we encountered, we were able to talk our way out of. The initial wall of fire trap was a bit of a surprise, and its subsequent incineration of our ranger Skald means no more tracking for dangers before we come across them. And although we do have the statue, I think we all agree that it is about time that we starting looking for trouble in order to start finding some loot. That’s why, despite our logical ways of our characters, we are going to explore the second juncture of the tomb in the hopes of finding something to bring back to the crew. Not only that, but we may even double back with the ship and try to kill the hydra we had passed a couple weeks journey behind. I truly had so very much fun this last session and can’t wait for the next one.
When we were ready to set sail though, we were finally faced with a moral dilemma as we were accosted by three Scarlet Brotherhood ships. We were confronted by a real decision whose outcome might lead us on a very different path in the campaign. First off, three ships against two would have been a tough fight, but a fight that I think any good party on this adventure, probably would have gone for. I’d be interested in knowing what other players in the world did in this situation, assuming it was an actual encounter in the Savage Tide campaign, and not one Mark threw in. After we agreed to the Brotherhoods terms and they came aboard, I think Eric and I were very happy that Mark started with Bob’s ship as he was really put on the spot with what to do after the Brotherhood demanded woman to go with them. It was quite something watching Bob put on the spot, thinking hard and fast. Had he had the ability to see inside the minds of Eric and I, he would have seen that we were scrambling for answers for when Mark came to us with the same questions. In the end, it came down to the goody two-shoes response, and the conniving Captain and his Poledancer. Garland and I negotiated to send only Sindorei, while Gustav simply handed over his prized sword to save all the woman, including Sindorei whom he took onto his ship. The whole encounter was a bit stressful, and a lot of fun.
The next act in this chapter ended up being my personal favorite moment so far of this campaign. It allowed me to use Crimson’s Bluff skill to its true extent. After Meravanchi came back to the ship, wounded, and with no woman, Eric and I hatched a plan to get rid of him, as he had become a bit of a bother to Crimson and Garland. This was simply to good for us that we had to keep Bob in the room, even though his character would not be involved. I’m not sure if the write-up is posted or not, nor how much detail Bob went into in writing in, but basically I had Crimson agree to be Meravanchi’s woman, after he agreed to the “kinky” stuff my character does in bed with her whip dagger. And so when the time came, Crimson simply whipped the aristocrat to death, as per the plan of Garland and Crimson. We then went to Lavinia and Gustav with what happened, but claimed that it was a simple accident. And that it was in a sense their fault, as they refused to let Meravanchi on their ship with all the woman aboard. Lavinia was incensed at it all, making her hatred of Crimson even greater; which is what I was hoping for in order to create greater rollplaying situations in the future. As for my story to the crew of the Glaive, I simply said that Meravanchi died of the injuries he sustained during the fight with the mayor of Greenrock, after an infection seeped into his wounds overnight. This of coarse called for a night of celebration to honor our fallen and already buried at sea shipmate.
Last but not least was the arrival at Tomo-Atken. Here we faced off against a basilisk, who all to quickly turned Garland to stone, before we were able to kill the beast. We then went into the tomb, and did what we always have a habit of doing. That is, going directly to our goal. In the end it was almost better that way, given how little time remained in the session and knowing we wouldn’t be playing the following week. I admit I was a little disappointed at not having to face any monsters what so ever. The only two monsters we encountered, we were able to talk our way out of. The initial wall of fire trap was a bit of a surprise, and its subsequent incineration of our ranger Skald means no more tracking for dangers before we come across them. And although we do have the statue, I think we all agree that it is about time that we starting looking for trouble in order to start finding some loot. That’s why, despite our logical ways of our characters, we are going to explore the second juncture of the tomb in the hopes of finding something to bring back to the crew. Not only that, but we may even double back with the ship and try to kill the hydra we had passed a couple weeks journey behind. I truly had so very much fun this last session and can’t wait for the next one.