Dark Waters

is the ninety-eighth episode of the second campaign of Critical Role. The Mighty Nein reset after their intense interactions at the party to prepare for their voyage to the peace talks, but nothing can prepare them for the danger that awaits on the high seas...

Previously on Critical Role
''So, last we left off: The Mighty Nein had returned to Nicodranas, to prepare their travel towards the negotiation between the Kryn Dynasty and the Dwendalian Empire. Upon arriving and settling yourselves, you discovered that on one of the vessels, which was built by and belongs to the Cerberus Assembly, a few members were present, as well as a new figure that you had not encountered before. After a bit of monkey espionage, you revealed this individual to be Essek in disguise, who was revealed to have some connection with the Cerberus Assembly. As the intrigue continued to spread, you completed the ‘’Transmogrification’‘ spell on Nott with the curse lifted, and restored Veth Brenatto as she was always meant to be.''

''After a bit of shopping, you also were invited to a party at the local Marquis’s estate, and upon attending, you convinced Marion Lavorre to go and perform. Through a series of spells, Beau had a very interesting altered experience. Some fancy dress was purchased and designed by Caduceus and Jester, and upon realizing that Essek in his illusory form was attempting to escape when pressured at the party, you managed to subdue him and escort him to your ship at the docks. There, an interrogation led you to some revelations, some emotions, and where we left off, a bit of a climactic conversation continues.''

Part I
Jester suddenly remembers that her agoraphobic mother is still at the party and dashes out, followed by Fjord. Essek states that he believes he is still useful enough to the Cerberus Assembly to be safe for now, and he (and the Nein) will continue to act their parts in the negotiations and remain quiet thereafter. Veth believes that at some point, someone will have to pay for the damage done. They all believe that the peace, if it happens, is likely only temporary, since tensions between the nations have simmered for decades in a cold war.

After Essek apologizes once again, the party lets him leave in his disguise as Lord Thane. When Nott suggests that they might be able to use their knowledge to bring some of the guilty on the Empire side to justice, Caduceus says he's not on board for that. Enacting justice or vengeance will only run the risk of reigniting war without helping the living.

Meanwhile, Jester and Fjord find Marion still at the party, doing well but ready to go home. They escort her back to her room in the Lavish Chateau, and Jester and Fjord chat a bit about the party. Jester Sends to Veth asking where they are, and Veth tells her they're getting dinner on their way back to the Chateau, so Fjord and Jester dine together downstairs. When the rest of the group arrives, they all discuss their options, but can decide only that they need to go forward with the peace talks for now. Caleb stores their fancy outfits in his Vault of Amber.



During the two days before they depart, Jester buys party decorations and some clay for making 200 figurines of the Traveler. She also draws a few more tarot cards for her deck. Caleb tinkers with the magic-silencing collar from the Happy Fun Ball and learns that the power source it requires can likely only be acquired from the ruins of the Age of Arcanum city of Aeor in Eiselcross. Fjord visits his old haunts in Nicodranas to reminisce, finding comfort in the looming stone lighthouse in the shape of the Wildmother. Yasha enjoys the entertainment around the Chateau, and spends time on the beach playing her bone harp. Beau camps on the beach and at one point overhears Yasha playing, but does not approach. Caduceus revisits Sheila Bobsnopper at Seafloor's Bounty and buys spell components, a leather fan that casts Gust of Wind, a necklace that allows the wearer to communicate with plants, and a locked box holding something magic.

Veth and Yeza have a discussion about their situation, and Yeza is very supportive of Veth continuing her work with the Mighty Nein, telling her that he's enjoying Nicodranas although he'd like to go back to Felderwin at some point and be a family again. Veth is doing important things and he doesn't want to get in the way of them, but it won't be forever. He tells her to be careful, that at the end of this he wants his wife back, not an epic poem of her deeds, and she promises to come back. She leaves 100 platinum with him.

The party regathers and heads to the docks and the Ball-Eater, where they join the armada making its way out into the Lucidian Ocean heading southeast to the peace meetings.

Break

 * D&D Beyond animation.
 * Magic! Sam, Liam, and guest Ashly Burch explore the arcane in All Work No Play, now available on YouTube.
 * Look behind the scenes into the writer's room for The Legend of Vox Machina in The Legend of the Story of the Legend of Vox Machina.
 * Clips from.
 * A look into the eldritch mind of Sam Riegel. Save yourself with a Critical Role Twitch subscription.
 * Critters’ art montage.

The Mighty Nein

 * Beauregard Lionett
 * Caduceus Clay
 * Caleb Widogast
 * Fjord
 * Frumpkin (not mentioned)
 * Jester Lavorre
 * Nott the Brave/Veth Brenatto
 * Yasha Nydoorin

New

 * Shelda

Returning

 * Essek Thelyss
 * Marion Lavorre
 * Sheila Bobsnopper
 * Yeza Brenatto
 * Orly Skiffback
 * Marius LePual

Mentioned

 * Gallan Westman

Quotations
Essek Good. That’ll help you survive. Caleb: It doesn’t mean we don’t hope for you. Beau: Sometimes justice can bring closure, Caduceus. Caduceus: The only thing I’ve found that brings closure is when everyone’s finally in the ground. Caleb: I want the murderers removed from power in my country. Caduceus: Why? Really. Why? Caleb: Because I’m tired of children being thrown on the pyre. Caduceus: That’s what you really want. You want no more children on the pyre. Always remember that. You don’t want to punish the people who made you. You want to make sure that no one else makes you. You’ll get there quicker. Veth: Yeah. I promise I’ll be more than just a story. I’ll come back. Jester: It won’t. Because think of all the good you’re going to be able to do now. If you died, it would just end with the bad.
 * Caleb: Make no mistake. We do not trust you.
 * Caduceus: Do you see a way of enacting vengeance or justice or whatever you want to call it that will make the dead feel better? Will it make the living feel better? Will it create more broken lives? I just don’t see what it’s for. I’m happy to learn, but it just sounds like more chaos.
 * Caduceus: It’s always worth thinking about what you really want.
 * Yeza: There are a lot of tales of heroic sacrifices, and poems spoken by different bards and storytellers of these people who stood up to these great challenges and gave themselves for a better tomorrow. You’re extremely brave. I want my wife. I don’t want a poem.
 * Yasha: I guess I thought maybe I should just die for every person that I’ve killed or something. But that’s obviously not going to help anything.
 * Fjord: (to Caleb) That sword, and everything that came with it, was really the first sense of control I’ve had in my life, or the ability to control others, or even just affect a situation, and I think with a little reflection, I’m starting to realize that maybe I thought that the way to enforce, or shepherd others, was through darkness or force or threats. [...] I stopped you in that moment, and then I felt terrible, and I didn’t know if that meant that control meant feeling terrible all the time or if there was something wrong with the way that exchange went, and that and a million other things led to me realizing I don’t have to do things that way. I don’t have to do things in the way they were done to me.

Trivia

 * Fjord's death in this episode is the fourth player character death in the campaign, following Mollymauk, Caduceus, and Nott.