Part 30: Session 20.5: The Futility of Railroads
Session 20.5: The Futility of Railroads

You see a gigantic breach in the hull of the ship. It would have been more than sufficient to make the vessel go under, but you don’t believe it was the cause of the sinking, because the ship has turned upside-down. A pair of eyes is staring at you unblinkingly from the opening. What do you do?

It should, actually, but its track was also scratched, and I don’t think you’d want a bunch of popping and skipping coming from the speakers.

I really don’t think Pirates of the Caribbean is appropriate for the bottom of the sea.










You decapitate your unknown opponent with a single blow.

The others stare at you quite flabbergasted, after seeing you decapitate a rotting wooden statue.






You can’t. You’re wearing lead shoes.


I think that will actually work. So, in the door on the back wall of the cabinet, there is a blueish metal cylinder instead of a lock.

It is indeed. When you put the luminescent wand into the opening, the door swings open, stays that way briefly, then swings back.

You might.








You notice that the next lock is green, but your blue glowstick won’t work in it.



Yes it does. Do you go in? This one locks behind you just like the last.


Roll Necrophobia.

When you see the remarkably well preserved remains of an Even Star deckhand in your arms, your face turns the color of grits and you hurriedly scramble away.










This is a pile of stat buffs and a sleeping poison.




Just a bunch of permanently dead skeletons.

Yes. You break a few of them just to be a sure, but nothing happens.


This time, the two objects turn orange, and you use them on the lock.

More and more like figures join it. Not enough with that [sic], one of them speaks with you: “You have come to take the wand. Go ahead and try.” Now the water elementals enclose the chest in walls of ice! Then they move towards you.
Oh fuck, it’s this combat. Before you click play, there are a few things you ought to know. First, remember how I mentioned that single combat between warriors is incredibly boring? Well, imagine having to do that five times in a row. In order to beat this combat, someone has to reach the chest in the center of the maze, and in order to do that, he or she has to bypass the five water elementals between him/her and the chest. Further complicating matters, the elementals do not die, but instead respawn somewhere else on the screen when dealt enough damage. Oh, and they’re immune to non-magic weapons, naturally.
To be fair, though, I recognize now that I needlessly complicated matters. Earlier in the ship, you can find three bottles of Hylailian Fire, which you can throw to cause fire damage; it only does about the same damage as a decent swing from Kurzmann’s axe, but it is a guaranteed hit. Also, if you’re patient enough, you can lure the elementals to areas where there’s enough room to run around them; you can see when this idea first occurs to me in the video itself. Plus killing things with the party in the back was admittedly a bad idea since the respawning elementals caused me trouble, but seeing them be sort of useful kept me entertained while waiting for the dwarf to hit.
Finally, in an effort to make the video somewhat entertaining, I sped it up to double speed and replaced the audio with a rather underappreciated passage from Beethoven’s 7th. “Enjoy.”






There should be, but there isn’t. Remarkable.

You don’t know.

You could go back and ask the nixie king about it.


I think there’s a bug involved here, because I’m pretty sure I’ve never heard the why for the because. It’s probably something about ridding the area of the water elemental enchantment, but how they bypassed that to get the wand in the first place, I have no idea. Oh, and if you say yes to the “stay behind?” question, you will lose that character. Forever. Yeah, yeah, true love, now get your ass back over here.


You know, you’re probably right. Sorry, guys, but it didn’t occur to me.


Notably, you don’t float up when you de-equip the lead shoes, but only when you drop them entirely.

Now Racalla of Horsen-Ravenbeak speaks up. “We have found the queen’s location. She has her hive in the cellars of the new city hall. Mind you, it is magically protected. But we have an idea of how we might reach her even so. To make it possible, the few men Lothur could spare from the war against the Sorrek pirates are even now at work digging a tunnel. Seeing as everyone else is busy, if you could see your way towards contacting Quenya…”

No, I promise.









If you say so. It actually doesn’t matter much.

The mage puts aside the parchment. “The war against the pirates has reached the decisive stage. Lothur is leading his people into battle to keep our backs secure in the assault on the hive. The queen must not get a chance to send those under her command against us. My colleagues have retreated to gather their strength. We shall sorely need it.”



It’s better that way. You roleplay to be the heroes, not the guys who helped out some then wandered off.


Alright, guys, let’s pack things up. We can do the final dungeon next week.
