Speaker 1: In a secluded world where magic and industry compete. The
veil between life and death grows thin. A cold wind
whispers secrets of the past, The gears of fate turn
ever onward, and in the darkness, something stirs. The dark
Room Detectives stand at the threshold. Paranormal investigators, seekers of truth.
But began as a simple case, unravels a mystery far
greater than they ever imagined. So gather your courage, steady
your hands, and roll the dice. Welcome to Adventures in
the Parted Veil. Hello, everyone, Welcome to the Parted Veil.
Him Ryan Lang, also known as the Mind Player, and
I'm joined by my good friends.
Speaker 2: Hi. I'm Kathy Lang.
Speaker 3: I'll be playing Penelope Waters, the human aquiem architect with
three levels of exhaustion.
Speaker 2: Apparently you just.
Speaker 4: Didn't get a nice Ryan caught us off guard by
starting the episodes. Sorry, everybody, I'm Tim. I played Dravin,
our dwarf Rogue.
Speaker 2: Don't sound so happy, I have Kevin and I play
Amarl Glendell, the half elf Bard.
Speaker 1: Yes, and we post episodes every Tuesday, So if you're enjoying,
tune in, and if you like it, give us a
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Speaker 1: And with that, let us re enter the parted veil.
All right, we ended last week with you guys discussing
with the King I believe it was the King van
Manurus of Stella Nobus about the war and everything that's
going on there. Is a giant airship that is supporting
the Dwarfs run by most likely the Crooked Man, right,
and it's been giving intel and information. It's giving them
a great advantage in the war. And that is where
we ended. So we'll pick up right.
Speaker 3: There, all right, And Penelope just got cured, yeah, from
her curse.
Speaker 2: Yeah, she's pretty tired. It would like to rest a
little bit. I can't remember. Last week, did we figure
out if anyone has been tracking and like knows when
it's going to land next.
Speaker 1: No, nobody has done that yet.
Speaker 4: No, but we got information that it's like it's just
it lands back and that it lands back by Rackham.
Speaker 1: You have to realize it's only been a little while
since the war started, right, yeah.
Speaker 4: Yeah, okay, So maybe what we should do is make
plans about how we want to approach going after the airship,
and then during the days we're doing that, you can
get rested so that by the time you're free of exhaustion,
we're ready to go.
Speaker 3: Yeah, Penelope on her like sick bed, she's like.
Speaker 1: And you have leveled up, right, Yes, let's just make
sure we did that at the very end the last.
Speaker 4: Year, did we record that.
Speaker 1: Or we did.
Speaker 4: We did, okay, I couldn't remember. It was like after
we were going to stop. Yeah, so people did see
that we're our level six.
Speaker 1: Yes, speaking of which, sorry just to drop everyone kind
of should maybe go over what they leveled up with.
Speaker 4: Like tell people, yes, okay.
Speaker 1: Tell us what you got in your level up and
then you can play that in as you would like.
Speaker 3: But I got another aquium canister and rapid infusion so
I can use an action to refill one canister once
per long rest. I also got a couple more research points,
which I probably will play with in character.
Speaker 4: Okay, I didn't get much at level six for the rogue,
but I do now have two extra skills that I
have expertise in. So I chose expertise in perception and
sleight of hand.
Speaker 1: Now oh okay, okay, right, and you got a bunch
of spells it.
Speaker 2: Did, yeah, I because of the way I set up.
I had three spells that I'm allowed to switch out,
so I did because I don't use much of them.
And I also added two more spells for I don't
remember what it was called. Yeah, because of something that
you get at six level that allows you to extra
spells and I got a spell for leveling up. So
I have a lot new magic.
Speaker 5: Like magical secrets or something like that is what it's called,
something like.
Speaker 4: Something like that. It's that barred thing where you can
pick spells from a different classes list. Its cool.
Speaker 1: So now I've got more that I have to try
and deal with.
Speaker 2: Okay, carry magical discovery, magical discoveries. Okay.
Speaker 3: So Penn is you know, resting a lot.
Speaker 2: She had a lot of time to think.
Speaker 3: She'd probably pull in out her notebook and just like sketching,
and she's just sitting there. She's like, Okay, you guys,
I think if I take some time to work on it,
I can maybe disassemble these boots and build something to
make me fly for real. I mean I did it
with Georgie the Crooked Man took my design and managed
to do it with an entire freaking ship.
Speaker 2: I think I can. I think I can do it
for myself.
Speaker 3: I believe you that could be to get.
Speaker 4: I don't know how you do it, but I believe
that could be.
Speaker 3: A way for us to get aboard the ship without
needing to wait for it to land all the way
back deep and Fracken.
Speaker 2: Does the ship have attacking properties. Can they just shoot
you down and then you plumb.
Speaker 1: It and.
Speaker 2: Point not if we pass without a trace.
Speaker 4: Wait wait, but if you're flying, how are you flying?
Speaker 3: That's a good question, Mara. Do you have any magical
things that could I did not.
Speaker 2: Learn anything that could teach me to fly. I was
trained by Cora. That's my story for.
Speaker 1: Your half sister under the bus.
Speaker 2: She said she couldn't and she didn't know how to.
I didn't learn it either, okay, and.
Speaker 4: I didn't gain any roguish flight ability.
Speaker 2: She works very well of ghosts, works very well. That
we did level up at that point because I just
spent the last three days studying magic from my sister. Yeah,
so like, of course, I learned a bunch of new magic.
Speaker 4: I mean, regardless, I think it would be handy if
one of us can fly.
Speaker 2: Yeah, is there any way that I could carry you? Guys?
How strong do you think you can make this flying thing? Machine?
I don't know work? Also, you have to takes.
Speaker 1: Or can we strong enough to lift yourself?
Speaker 2: Do you have to take about your boots or can
we just ask the king to get you the supplies
you need?
Speaker 3: I would because of my research points I would need
to disassemble my boots.
Speaker 1: She needs very special Georgie instruments.
Speaker 2: Not Georgie. Yeah, you don't have Georgie. I rebuilt Georgia
two point h You lost that one.
Speaker 1: Yeah, but you built george able to repair and rebuild.
Speaker 2: Yeah, okay, Georgie back, Yeah, Georgie Georgie. You know the
middle one wasn't even a Georgie. I called him like
Hank or something. That's that's what I thought you were
talking about. And then I made Georgia two O.
Speaker 3: Gotcha, so I have that.
Speaker 2: You didn't take the missed one fireball instead? I mean fireballs?
I could get myself up. How high does this blimt float?
Speaker 1: Like hundreds of feet in the air?
Speaker 2: Is a quim flammable?
Speaker 4: Uh?
Speaker 1: I don't believe it is.
Speaker 2: Now I use it to like launch stuff all the time.
Is it aquium and gas? It's assist Oh, it's assisted
by aqum? But how else is it flying to propellers? Yeah? Okay?
Well is any part of the ship flammable? Can I
just shoot it down?
Speaker 3: Uh?
Speaker 1: Don't from the ground?
Speaker 4: Yeah, I don't think one fireball would?
Speaker 2: How far high? How fine? How high?
Speaker 1: How high does it fly? Than you. How high do
you fly? No, that's what I mean. Uh, it flies
like over three hundred feet if you can go way up?
Oh shoot, nice?
Speaker 4: Try Well. I don't know much about this technology, and
maybe I'm not being very creative here, but I just
thought we could try to sneak back towards Rackham. And
you've got that spell that's been really handy for us.
If we just wait for it to land and sneak
aboard the ship, maybe you could get it in the air.
Speaker 2: I mean that would also work.
Speaker 4: And then we could I.
Speaker 2: Think it's our best bet to get us all try and.
Speaker 4: Clear it without anybody else joining from land.
Speaker 1: Okay, so that's your plan, then, yeah, speak to sneak
into it well into near to Rackham.
Speaker 3: And then yeah, as I rest and recover from my exhaustion,
I will busy my head.
Speaker 2: I'm gonna build a jet pack.
Speaker 1: Okay, And what are the stats on that jet pack?
Just so I understand it completely.
Speaker 3: It takes one action and three of my four aquium
canisters to start it, and then I have a flight
speed of thirty feet with hover for one hour.
Speaker 1: For one hour, yes, oh snap, okay, but then you
eat three of your four canisters. Yes for the day. Yeah, yeah,
well I'll tell your next long rest. Essentially, I like that,
I like that potent, but use it at the right time. Okay, yeah, okay, hmmm.
Speaker 4: Can I well she's resting and building that. Can I
see if there's any way we could get some like
horses to speed up our travels a little bit.
Speaker 1: Speaking with the King Colin, he would be like, yes, absolutely, okay,
you can. I will very very much supply you with horses.
In fact, you two or you three excuse me, can
definitely be considered part of my inner circle on this.
You've been most helpful.
Speaker 4: Does it come with a salary?
Speaker 1: Do you try to be stealthy?
Speaker 4: Saying I'm not saying I'm pretty sure you.
Speaker 1: Just did he he He essentially says like I'm I'm
he's he's going to invite you to meetings with his
generals and everything, like he's including you in his inner circle.
He says, you have been just uh. I couldn't have
done any of this without you. Invaluable is the word
I'm searching for.
Speaker 3: Yeah, do we get fancy badges to grant his access
across Steleanovus like we did for it?
Speaker 1: Yeah?
Speaker 4: Here we go.
Speaker 1: Those medical give you a note with the King's seal.
Speaker 2: Okay, we'll take that.
Speaker 4: This feels very like video game. I gotta show this
king seal to somebody to get to a different area
or something level wall past.
Speaker 2: This is like a silly little thing. But can I
get something with a family crest on it? Can I
like get like a little pin that I can add
onto my clothes?
Speaker 1: Yes, yes, I.
Speaker 4: Bet your dad's got stuff that family merch. He'll take
you to the family merch store. Get you where we want.
Speaker 1: Yeah, it's located in the center of the plaza with
the castle, you know, Van Mannuris and sons.
Speaker 4: Yeah, okay, okay, so we took a few days to
strategize for you to build get some horses long enough.
Speaker 2: For me to remove all of my exhaustion.
Speaker 1: You can remove your exact I will be I will
be a humble DM and let you do that. Okay.
Speaker 4: I can't think of anything else we should do before
we go, So I'm ready to to peace out. Okay,
get after this.
Speaker 2: I'm good.
Speaker 1: It's going to be the three of you as like
a small strike team infiltrate cool.
Speaker 3: Yeah, yeah, okay, we're going in.
Speaker 1: All right, So what it is is the King just
fills you in with some information about how the war is.
He said, it's it's pretty brutal out there. Those zombie
things are stronger than any of the zombies we've ever fought,
Those those ice ones, he says. I'm hearing a lot
of reports, and he says, be very careful, be careful
about how you go about things and what you do,
and and I hope to see you soon.
Speaker 4: One question, your majesty in your reports. Have you heard
what happens to these ice creatures when they're defeated?
Speaker 1: I have. It depends on the time of day. If
you do it during the daytime, you can defeat them.
And as long as there isn't a storm overhead, then
that's it. Right. The spirit dissipates, But if there's not
enough sunlight, be prepared for a second fight. Okay, I
get to know.
Speaker 2: Do they just turn back into a ghost, back into themselves.
Speaker 1: Into a ghosts? Yes, but that ghost is under some control.
M M.
Speaker 4: Good to know.
Speaker 1: Yes, something you would be aware of. Drapping is once
when a ghost is defeated in combat, for say, unless
it is laid to rest, it essentially dissipates for a
time before gathering itself back up.
Speaker 3: Right, So we're at risk of accidentally killing a.
Speaker 1: Yeah you're you're not at risk of deleting someone from existence. No, So.
Speaker 4: Okay, will be off.
Speaker 1: Okay, we are off.
Speaker 2: Actually in the days that we're waiting, is the fight
like near enough.
Speaker 1: That we could so if you pull up your map
here and if you look at the map, the fighting
is currently on the borders of Krim, perhaps pushed in
a little bit to each country. Reports are that the
Paladins and Knights of Steleonobus have put up a fairly
decent fight.
Speaker 2: Okay, but it's not near us. I just not like,
is it like capital city?
Speaker 1: Not even close however, and Darcis has had many towns
fall already, right.
Speaker 4: You had said last time, I think that they'd pushed.
Speaker 1: Up mm hmm.
Speaker 4: Yeah.
Speaker 1: So okay, all right, so you head into Krim.
Speaker 2: Yeah yeah. Do you think that way that we went
last time is best?
Speaker 4: Or I feel like the closer can.
Speaker 2: We pass without trace past everything?
Speaker 4: I feel like the closer we get to the deadlands,
the last chance there will be of coming across enemies
from Krim.
Speaker 3: Yeah, we've got the worst we can kind of go
and I assume we can see the airship from a
good distance, so we can kind of.
Speaker 4: Yeah, we can. Yeah, I'm thinking we had kind of
southeast and then kind of go round about towards Okay.
Speaker 1: All right, so you head south around the Lake Stellum, right, yeah,
and then east towards the Starlet Citadel or towards that
little dip.
Speaker 4: Probably from Krim, probably kind of towards Starlette said it
all like, Okay, I'm just trying to find somewhere in
that vicinity.
Speaker 1: So as you travel through Stellanolus, right, it's just the
three of you. There is definitely the cry of war
throughout the land, right. You see people have begun to
prepare and to take care of themselves. There many of
the farmlands are gathering food and grain, not only to
store it from themselves, but to send to the troops
that are on the battle. And you gain a greater
sense of the refinement that this country has. They're very
quick to act, they're very well trained, and everyone seems
very much a part of it. Now as you begin
to approach the probably about a day to a day
and a half's journey from the border of Krim. You
can see that the storm around mounte Factis has expanded
over Krim, and it seems to be creeping with the
movement of the dwarfs.
Speaker 2: Crazy. I put my I don't remember if I took
them off, but I put.
Speaker 1: The boots back on. Okay, Yeah, so you're all wearing
you're okay? All right?
Speaker 2: Now?
Speaker 1: Do you go to the Starlett Citadel or are you
avoiding that? Like? Are you going to rest there? Are
you going to carry on and go straight to Crimp?
Speaker 4: I mean we could rest there and ask for advice
about where to cross the border. That camp that we
stopped that if they're.
Speaker 1: Still there, I don't know, are you I would to Okay,
So as you approach where that camp was, you soon
find that it has been pushed back right, so it's
not as close to the border as it as it was.
And when you arrive there, you could tell a little
battle weary, not because it's been a long fight, but
there's been an intensity to it. You hear stories of
these individuals saying fighting dwarves is hard enough, but with
the support of these ice zombie things, I don't know
how long we could keep up such a fight like this.
Speaker 2: Hopefully we can lend aid soon.
Speaker 1: Yes, well, they know our every movement.
Speaker 3: Yeah, that's our plan, is to take down that.
Speaker 1: Ship, the airship.
Speaker 2: Have you seen it pass by recently?
Speaker 1: It often borders the essentially where the dwarfs are. It
travels up and down. It's very fast, the fact it
can fly much faster than any land travel or sea.
But we can't hide from it. They know where we are. Yeah,
what happens is they called for their scouts and out
say what information they can give you. Is it seems
that it's patrols for a good forty eight hours before
disappearing back into Krim for twelve or so hours before
it reappears again for another forty eight hours. Yes.
Speaker 3: About to ask how often it refuels, So that's our answer.
When was the last time it went back into Krim.
Speaker 1: Well, the last time we saw it bordering was about
a day ago and it was headed north. So we
don't know if it's headed into Krim or if it
is just up north right.
Speaker 4: Now, Okay, sounds like we should probably get into Crim
sooner rather than later.
Speaker 2: Then, Yeah, Okay.
Speaker 3: Rest the night here and then head on all.
Speaker 1: Right, So you rest there at the Starlet citadel and.
Speaker 2: The whole thing at the camp.
Speaker 1: At the camp, oh sorry, at the camp, yes, sorry,
at the camp. And while you're there, you can tell
there's an edge as night falls, as individuals are waiting
for an attack, though no attack comes this night. Okay,
and morning breaks you set into Crim yep.
Speaker 2: Okay, yep, bright and early.
Speaker 4: I think this might be a weird question, but can
I ask our contact there if they have any like
spare white fabric.
Speaker 1: Wigan borrow they would actually being still a nobus absolutely cool.
Speaker 4: Yeah, just to like cover our horses a little bit,
to like make it maybe hopefully make us less visible
from the.
Speaker 1: Air, because you're gonna take the horses into Crim.
Speaker 4: Yeah, I think so, so just so we can get
there quickly.
Speaker 2: Okay, yeah, all right, are we going to leave horses?
Speaker 4: I think we've learned our lesson on that one.
Speaker 2: You know, you're went back home?
Speaker 3: No ah, Yeah, but.
Speaker 2: That's what I mean.
Speaker 4: I feel like we'll go to the like to the
edge of mountain. Fact, it's kind of where we were
hiding out last time when we came around, And we
can put the horses there and then go get on
the ship and then what happens. Get them back, then
they become dwarfs. We'll pick them up when we take
charge of the ship.
Speaker 2: Pick them up in the ship. Three horses, the first
flying horses.
Speaker 4: Well maybe, well maybe when the time's right, we can
see how big the opening is on this airship. We
could ride the horses straight in.
Speaker 2: Just strap my jet back to a horse.
Speaker 1: Jet pack horseman, Well across that road.
Speaker 4: We'll try not to leave the horses.
Speaker 1: Okay, people, okay, you you enter Krim. Yeah, Krim is
a bit colder than you remember it last time. Granted
you're still covered by your resistances. Your horses don't don't
like it? Though, they don't like it.
Speaker 4: Can I put one boot?
Speaker 1: No, you the horses, they don't like it. Luckily, beasts
are better at handling cold than humans. And as you
travel through Krim, you notice the storm which has expanded.
The clouds above are are They aren't like that nice
bright white snow cloud that. They're like those darker, stormy
snow clouds that roll in right and even at times
you see what looks like cracklings of lightning in them.
Speaker 2: Oh, oh, okay, have we spotted the airship.
Speaker 1: In the snow? Well, how how close are you getting
to Brackham? You said you wanted to go right to
the base of the mountain.
Speaker 4: Yeah, I mean we had a place where we had
come down where we weren't visible to everybody last time.
If we could kind of skirt around and get back
into that area, shelter.
Speaker 2: The horses just outside the watching along the way. If
we see the ship before then laughing before then.
Speaker 1: So as you approach mountain practice you watch as the
airship actually takes off after refueling.
Speaker 2: Oh no, two days. Ah, we see it take off.
How close are we when it takes off?
Speaker 1: Well, you're approaching the mountain from the side you want
to be. It refuels down around where all of the
the battalions were.
Speaker 2: So more than one hundred and fifty.
Speaker 1: Feet Yeah, more than fifty feet.
Speaker 4: Okay, I guess we've got no choice but to go
camp out for a couple of days.
Speaker 2: Yeah.
Speaker 3: Should we go on a hunt through tunnels at random
and see if we can find this magical library?
Speaker 4: I mean, taking shelter in the tunnels is not a
bad idea. We can I'm sure we could look around,
but I don't think we're going to find a magic library.
Speaker 2: I want to look for it. We might give us
something to do weird anyway, Either that or we now
that we know how much time we have, we take
the horses and back as far as we can get them.
Speaker 1: But what's it going to be?
Speaker 2: I would like to talk?
Speaker 4: Okay, Yeah, see.
Speaker 1: You guys are going down into the tunnels, into the tunnels.
Speaker 4: Yes, all right, Well I have to say about that
is we can do it for one day. This is
too important for us to miss anything. I don't want
us getting lost in tunnels, so that we, you know,
miss our chance. Agreed, we've already missed it once, we're
not missing it again.
Speaker 1: You're right, Okay, So you go down into the tunnels, Yeah,
all right, down winding down? How deep do you go?
Speaker 2: We really have no direction?
Speaker 4: No, I mean, I'm sure that Draven can remember a
bit about the tunnels.
Speaker 1: So these are mine tunnels right that you're in if
you remember, So what happens you went through mind tunnels?
You ended up near the Shadow Dell clans.
Speaker 4: Yeah.
Speaker 1: Also next to there was the sealed tunnels, and then
from there it was just a network of mines.
Speaker 2: So here is Penn's plan.
Speaker 3: Okay, if there's a tunnel that looks like it's well used,
don't They don't want to go there, Okay, I want
to find a little like holes in the wall basically,
and like small tunnels and like places that look abandoned
and have never been used. That's what I'm keeping my
eye out for as I walk. It mostly random the.
Speaker 4: Same Let's just go unseal the sealed tunnel, see what happens.
Speaker 3: Honestly, no, but like, actually, let's try it. Let's go
seal tunnel tunnels again.
Speaker 4: They were closed because of troubles with the Lych king
sending undead into.
Speaker 3: And then Vortar took all those undead and they're fighting
over on the front lines.
Speaker 4: So well, he has his set. We have no idea
what the lich king's doing. Stellanova said they were having
troubles piercing into the land.
Speaker 2: Wouldn't it be nice if the lich king had away
in to attack these people.
Speaker 4: There's a lot of people who don't agree with what
Votar is doing here.
Speaker 2: I guess this is yours people.
Speaker 4: If you're suggesting.
Speaker 5: Unleashing, unleashing upon a city full of people, that surprises.
Speaker 2: I just mean, we're in a war and these are
the bad guys, But I don't want to You're right,
I don't want to harm the innocent people.
Speaker 1: I mean, but was it?
Speaker 2: Okay, how long ago was this? And how sure are
you that that was actually the reason I was sealed?
Speaker 4: How long ago was it? Hundreds of years? Hundreds of
years ago? Okay? I mean, I'm as sure as the
stories I was told in the history that's been if.
Speaker 2: It was actually sealed because there's a hidden library in
there that they don't want anyone to have.
Speaker 4: Access to, that's a bit of a stretch.
Speaker 2: I'm doing it.
Speaker 4: Okay, Here, what if we unseal a tunnel? I mean,
for one, unsealing a tunnel. You're making it sound easier
than it probably will be. If and there's an army
of undead with the lich king leading them right there,
then what then we run?
Speaker 1: Right?
Speaker 2: Thank you for your help, Let's go.
Speaker 3: I don't think that conversation will go as well as
you're imagining it.
Speaker 2: I think it will.
Speaker 1: I'm very persuasive.
Speaker 4: Don't you have the magic or something? They'll let you
see through the stone or no?
Speaker 1: See?
Speaker 2: Will it take us to get down to the sealed
tunnel thing?
Speaker 1: Uh? It would be a few hours, a few hours
we got.
Speaker 4: Let's go like, like, well, we can go check it out.
Speaker 1: Okay, okay, all right. Avenue lead them down to where
the shadow Delves are and down a little bit further
to a large tunnel that has been carved in on itself.
Speaker 2: While we're walking by the way, Dravin, I don't think
I've asked this yet, but this is really low as
we pass his place, well.
Speaker 4: Not actually not much low. I mean the sealed tunnel. Yes,
that is low. No, family, Well, we're not. We're not
really lower than the bottom of ram It's just farther
away makes it seem lower, but it's really not. I
can feel it, trust me.
Speaker 2: No, No, I mean the bottom of Rackham is pretty low. Hi,
it is is totally side stepping where I'm going with
this conversation. Are you, like, was your family like the
previous royalty or something.
Speaker 4: No, there's not been a shadow Delve involved royally with
anything for many, many years.
Speaker 2: Why are you guys so high ranking? Low ranking? Low ranking?
Speaker 4: Like I said, we're not lower than the bottom of
racking here, we're actually a bit above it. It can
be confusing going through these tunnels. We're farther away from
the main Bran. Sure, I promise you we're not royalty.
If you'd like to know.
Speaker 2: Yeah, because you've been telling us the truth is.
Speaker 5: If you'd like to know, I'll tell you. Yes, we're
not royalty, but we're closely associated with them because of
the services we used to provide. Well, the shadow delves
were very good, finding new passages that were rather fruitful, gems,
precious stones.
Speaker 4: Things like that.
Speaker 2: Fancy libraries.
Speaker 4: I have no idea about anything dealing with fancy libraries, unfortunately, but.
Speaker 3: You have a genetic knack for finding tunnels with good
things them.
Speaker 4: I'm not sure I ever had a chance to develop
the NAW. I do have the ability to sort of
sense what's coming in when i'm in, when i'm inside
the mountain, I can sort of tell what's ahead without
seeing it.
Speaker 2: Fortart knows where this library is.
Speaker 4: Do you think I know that?
Speaker 2: Well? Werthart, Oh, that could be the source of his power. Well,
that could be why he didn't want people who know
how to find things. Oh maybe I'm sorry, Drivin.
Speaker 4: M hmm.
Speaker 2: The library might be the reason he after your family.
Speaker 4: I've had many years to deal with this, it's all right, Yeah.
Speaker 1: Yeah, he's totally dealt with it.
Speaker 2: Very well.
Speaker 4: I've never thought about that.
Speaker 2: Actually, there's something in these tunnels that he does not
want found if If that's true, Vortar must have a
way to get in here.
Speaker 3: Though also another thought, just a possibility. Not that I'm
trying to be on VORTI side here, Vortar bad guy.
We can kill him. I support that, But like when
I was sick, what was this was the super cool guy's.
Speaker 1: Name, Velton Velt Velton.
Speaker 3: He said that he's never seen a curse so accurately
mimic a.
Speaker 2: Real disease before.
Speaker 3: Maybe Vortar wasn't the cause of your families to wise,
but maybe he is using that as his framework. Maybe
he just witnessed it, he.
Speaker 2: Learned it, yeah from.
Speaker 3: Maybe that was a real disease that he's now using
a curse to mimic.
Speaker 4: I don't I mean, I don't know a lot about magic.
It could be possible.
Speaker 1: We don't know the origin, all of you, I don't know.
Speaker 4: We don't know the origin of the sickness. We never did, so.
Speaker 2: Yeah, yeah, I will never have to play the game, right.
Speaker 4: Okay, Okay, I mean I am intrigued by this discussion,
and I feel like driving would maybe want to check
out this area around the sealed tunnel to see if
there's like a secret way in. Okay, just in case
of war powers. I mean I can turn on sense
and yeah, yes, he is a dwarf. Yeah, I.
Speaker 2: Should have taken the spell that allows me to locate things. Oh,
but I have to have seen it.
Speaker 4: Yeah, okay, So for ten minutes, I got tremor sense within.
Speaker 6: Sixty feet okay, yeah, all right, within sixty feet h okay,
So for for how long?
Speaker 1: Ten minutes?
Speaker 4: Ten minutes?
Speaker 1: Yeah, okay, So you can sense a bit of movement
on the opposite side of this collapsed wall at the
far end of it.
Speaker 3: Oh oh oh, a bit of a movement.
Speaker 4: That's that's like so spooky.
Speaker 2: That's concerning.
Speaker 4: Yeah, I will tell them both. There's definitely something movement
on the other side of this tunnel, on the other
side of this blockage.
Speaker 3: Ah, can we I like Mara's idea of seeing if
you can find like a secret alternate way in.
Speaker 1: Okay, you can all give me an investigation check. I
will let Drab and do it at advantage due to
his familiarity with the area. Yes, technically, perception.
Speaker 4: I actually rolled for perception, but I get an extra
one for investigation, so twenty five.
Speaker 1: It should technically be perception anyways.
Speaker 2: So okay, that's perception.
Speaker 3: I got twelve, twelve, okay, five, five, Okay, I'm very helpful.
Speaker 1: Penn without her dark vision is very much lost. Yep,
you are looking around but having a hard time because
there's a lot of rock. You're used to a lot
of green and wood and drave it. You locate just
off from this collapsed tunnel is what looks like an
excavated area that has had a large stone rolled in
front of it.
Speaker 2: No one noticed that.
Speaker 1: Well, it's it's like it's x. These these are abandoned tunnels,
so hardly anybody goes down here in the first place.
And then it's kind of off around a corner and
hidden a bit.
Speaker 4: Yeah, stone, big stones everywhere in here, I'm sure.
Speaker 1: But it's obviously there's like stripe marks on the ground.
It's been moved.
Speaker 4: Well well, well, good instincts, Mata. I think we might
be onto something here, and I'll point out the entrance
s could be a secret tunnel.
Speaker 3: Okay, are we able to move this rock?
Speaker 1: How about y'all three of us pushing group strength strength
the weak DC seventeen.
Speaker 2: Just like I got it already thirteen.
Speaker 4: You two are pulling away.
Speaker 1: So, so how how a group check works? As everybody
gets to roll and if anyone meets the DC, you
all succeed. How group checks work? And that's to make
for things like when you all pitch your hands into.
Speaker 2: It, right, I rolled in nineteen plus whatever?
Speaker 1: Oh, yeah, you're fine, you got it. Yeah, So you
manage to push this rock which groans and rolls out
of the way right and behind it is kind of
an excavated dwarf in size tunnel. It's it's it's a
bit claustrophobic, even for a dwarf. Right, but it goes
into the darkness beyond behind the rubble.
Speaker 3: All right, do you tremor sense anything?
Speaker 4: How much touch? How much longer? Do I still have it?
Speaker 1: You probably have like two minutes left.
Speaker 4: Oh, I can do it three times, I guess, so
I can't do it again.
Speaker 1: So you can notice there is movement beyond.
Speaker 2: Can you tell how close it is?
Speaker 4: Yeah? I can't tremor sense. Lets me pinpoint the location
of anything in contact with the ground.
Speaker 2: Son, how close is.
Speaker 1: It forty five feet?
Speaker 2: Okay? Can we sneak fifteen feet closer.
Speaker 1: How about y'all give me a stealth check.
Speaker 4: I can say what I could do is with my
remaining two minutes, as I could just start a stealth in,
see what's there, and come back and tell you.
Speaker 1: Should I have cast, that's up to you. You'd have
to go with him, though, because you gotta he's gotta
be in your bubble.
Speaker 2: He's got to be with him thirty feet of me.
Speaker 4: Yeah, do you want me to quickly scout for two minutes?
Speaker 2: Well five feet away? I'm thinking if we can just.
Speaker 4: Say is it? Is it in this tunnel or is
it like beside?
Speaker 2: I just want to get close enough that I can
sense its thoughts and then Rita's thoughts.
Speaker 1: Oh yes, okay, okay, and you have dark vision to
ninety feet I think, so okay.
Speaker 3: All right, I do not, but I'm not going to
turn on the land. It depends like probably well, I am.
Speaker 2: Worried, so I think I will cast past with that trace. Okay, Yeah,
it works thirty feet for all of us, Okay.
Speaker 1: Casting.
Speaker 4: One, which is one?
Speaker 2: Say I got twenty four, I got twenty three.
Speaker 1: Okay, So you all stealth and Maraa being the most
proficient at past without a trace, even beating Dravin, who
apparently is even worse than that at the moment. Yeah,
but you all do do fine. As you go, the
tunnel kind of winds back in behind the rubble, and
as you get it, you get to the ending of it,
it opens up into blackness beyond where with your dark
vision you can see into what must be a very large,
somewhat cavernous tunnel, right, and it disappears into pure black
where your dark vision disappears. Pen you're blind, Yeah, I am.
Speaker 3: I'm holding onto driving.
Speaker 1: You are completely blind right now, okay, ye, and driving
you can sense that there is something probably fifteen feet
away from you at.
Speaker 3: This point, like fifteen feet through a wall or like
just there because I got in the opening out there, Okay,
but I can't see it.
Speaker 1: You could see it, yeah, I guess you would be
able to see it. What you see is it looks
like a large skeletal creature almost well, give me, give
me an oh, animal handling check, give me an animal
handling check.
Speaker 4: I'm gonna go out and tame this thing, kill it.
Twenty one.
Speaker 1: So you identify it as the skeleton of an ogre.
Speaker 2: Are we in its sight too? Because I wanted to.
I wanted to sense what it was thinking before we
got this far.
Speaker 1: Well, well, you can go ahead and pass cast your spell.
But what it's thinking, Well, it's like yeah, yeah, there
is no no thought, no presence of thoughts, no presence
of thought. Was y okay, it's just completely blank.
Speaker 4: Okay, I'll whisper what what's out there?
Speaker 2: What do you do?
Speaker 4: It would appear that there's still a good reason for
these tunnels to be sealed.
Speaker 2: Just one skeleton, we can take it.
Speaker 4: I'm sure there's more, but there's one.
Speaker 2: There more show up we run?
Speaker 4: Is this really the best thing to be spending our
effort on when we have an entire airship to take
We've got a.
Speaker 2: Whole two days day or two? Yes? Yes, yes, yes.
Speaker 1: All right, so you're gonna you're gonna attack it?
Speaker 2: No, I think we can just sneak past it. I
want to kill something.
Speaker 1: A little worried a valid ree. Guys, we haven't killed
something in a while. With this individual.
Speaker 4: We could sneak around it, but then it might sneak
up on us later. I would feel more comfortable if
we dealt with it.
Speaker 2: Well, killing it summon others.
Speaker 3: If it does, we run.
Speaker 2: But what if we cause we can find this library.
Speaker 1: I say, you put it to a vote. Obviously you
want to sneak, Obviously you want to fight. It's down
to the dwarf.
Speaker 4: I worry that if we're so focused on sneaking, we
might miss something that we could be seeing. Okay, fine,
I'd rather take it out.
Speaker 2: Speaking of seeing, I would like to do that. I
can turn on a lantern.
Speaker 1: Okay, so no surprise, it turns on all of you
standing in that doorway. You can roll for.
Speaker 4: Not good for me?
Speaker 2: Ten six, you're not good. It's probably still.
Speaker 1: Let me grab my monster man. You'll hear. Let's turn two.
Skeletons might be trouble. That works, Yeah, okay.
Speaker 2: Did skeletons take nicrotic damage?
Speaker 1: Probably not.
Speaker 4: They are undead.
Speaker 1: Necrotic is kind of a you'll have to find out. Okay,
what did everyone get for initiative?
Speaker 4: Eleven?
Speaker 1: Eleven, ten, ten six? Okay?
Speaker 4: The best Raven.
Speaker 1: Got an eleven, Penn got a ten. Is Georgie out
or not? Yes?
Speaker 3: Georgie is out.
Speaker 1: Maura got a six. Georgie got uh doesn't he get
advantage on this? No? Just perception, Georgie, he got a
ten as well. Oh so he'll just go after you, Yeah, Georgie,
guess who goes first?
Speaker 4: The scalt figures Scalio. He's bro go.
Speaker 1: So it looks straight at you, opens its jaw as
if to bellow. No sound comes out right, and uh
straight right, yep, he roll, he gets, he misses you.
He crashes into the wall beside you, is what he does,
and all the rocks come clear, tumbling down, and there's
de breathe it that falls. I need everybody to make
a dexterity check DC is twelve to not take bludgend
damage from the rocks with trace.
Speaker 3: Does that give us advantage on all dexterity rolls?
Speaker 2: Two dexterity stealth checks out starity bracket stealth.
Speaker 1: Okay, all right.
Speaker 2: So everyone gives me a So am I adding this number?
Or am I at it?
Speaker 4: Yeah? That's the saving throws.
Speaker 2: And it's a saving throw nine.
Speaker 1: Okay, you take four bludgeoning damage, you take I got nineteen.
I know you take two bludgening damage. Oh no, excuse me? Three? Uh?
And you take three bludgeoning damage. Dang, you take half
damage on a success okay, it is now Okay, it
is now Dravenstern.
Speaker 4: Okay. So this thing smashed into the wall right beside Pen. Yes, yeah, okay.
So it's like I don't.
Speaker 1: Have you're all within ten feet of this thing, because
like you're all you're all in the hole looking out
at this thing and it crashed into the wall beside you.
Speaker 4: So okay, So would I need to move to hit it?
Speaker 1: Like five feet?
Speaker 4: Okay? So I do need to move, that's important, Uh, okay,
So I will go out I kind of.
Speaker 1: I didn't plan this encounter.
Speaker 4: I'll get round behind it and just try to do
a couple of hits.
Speaker 1: Yeah, you would get sneak attack. It is next to pen.
Speaker 4: Okay, so so that's probably a hit because it's twenty five.
Speaker 1: Yeah, that'll hit.
Speaker 4: Okay, So let's get the sneak in there. So normal
damage is eight and this is slashing, and then sneak
attack damage is eleven.
Speaker 2: It's a nineteen damage.
Speaker 1: Nineteen damage, very nice, okay.
Speaker 4: And then I'll take my Nick attack. Now. I don't
think we've talked about this on camera since we had
our chat. Yes, so we did do some in depth
reading about nick how it works.
Speaker 1: We had a long discussion.
Speaker 4: Yeah, we had to get pretty intense about it because
we were just like really trying to understand it. So
I have two scimitars. In the past, I've made three
attacks with them. I really can only be making two.
So that's what we're doing from now on. With Nick.
I get my extra thing. It just doesn't take my
bonus action. But I can't make another attack using my
bonus action. We won't get into it. We can maybe
in another video or something. But so I'm gonna make
my second attack with Nick.
Speaker 2: We should make a TikTok about it.
Speaker 4: Yeah, it's twenty six okay, and then damage.
Speaker 2: Is just one alright, twenty damage. Is it bloody?
Speaker 1: It is not bloody.
Speaker 2: It is not.
Speaker 4: It doesn't have any blood. Oh yeah. And then a
bonus action disengage and run my thirty five.
Speaker 1: That's right, because it doesn't use your bonus action. Yeah, alright,
very good. It is now Penstern.
Speaker 3: Okay, I am going to pull out the ice dagger
and my regular dagger. So I'm gonna attack with the
ice dagger first.
Speaker 1: Okay, you're wearing your boots, right, so it's plus we.
Speaker 4: All got our booties on it.
Speaker 2: So sixteen that hits.
Speaker 3: Okay, so that is.
Speaker 4: Poor?
Speaker 2: Uh seven ice damage?
Speaker 1: Seven ice damage?
Speaker 3: Yeah?
Speaker 1: Nice?
Speaker 3: Okay, and then I will attack with my regular dagger
as a bonus action, but I also have extra attack.
Speaker 2: Would that happen? I'll just do I'll just do the
regular digger as a bone section right now.
Speaker 3: So that's a seventeen that hits, and then that's just
the die, right, not the extra So just one damage
and then I do have extra attacks. Go back to
the ice dagger. So seventeen that hits and six ice damage?
Speaker 2: Oh right?
Speaker 1: Okay? That bloody is it?
Speaker 2: How much damage has been done to it? Now? How
much did you do? It didn't count?
Speaker 4: All right, Georgie's fifteen?
Speaker 3: Yeah, Georgie is going to fly up and force blast thing.
Speaker 2: Okay, eighteen pits.
Speaker 1: You've rolled a higher number every time, and you keeping.
Speaker 2: I don't know you've done monsters that changed before.
Speaker 1: That's true, I have I might have to do it again.
Speaker 2: Oh yeah, n oh my gosh, stupid mouse. I love
my mouse.
Speaker 1: Okay, Mara, what do you do?
Speaker 2: Sorry? How much did Georgie? Just don okay?
Speaker 4: You trying to decide whether to go to do let's say,
like a.
Speaker 2: Mid like forty six? Do I want.
Speaker 4: Save your higher level?
Speaker 2: Okay? I cast dissonant whispers okay as a second level spell.
Speaker 4: Okay, what save is it for?
Speaker 2: Oh? I have to yeah, you have to do yes.
I'm just so excited to go wisdom.
Speaker 1: It got a four yeah, take it all.
Speaker 2: Okay, that's not great.
Speaker 1: Twelve twelve damage, yes, all right, I was hoping for.
Speaker 2: It could have been worse, and I don't really want
to start a fire in here in case there is
the old old dry library. So instead my bonus action,
I'm going to give bartic inspiration to.
Speaker 3: A tunnel with like rock.
Speaker 2: It is raised rocks.
Speaker 1: You can see up to ninety feet, it's all yeah, tunnel.
Speaker 2: Also, have my light on right now you can see
pretty clearly. Oh that's true. Okay, I produce flame.
Speaker 1: Okay, go ahead.
Speaker 2: So that nineteen nineteen hits and it's too deep.
Speaker 1: Eight oh my gosh. All right, six more damage, six
more damage okay, all right. So what happens is you
use your dissonant whispers on it, and you disrupt whatever
communication it has with its controller, and it begins to
try to flee from you, and then you blast it
in the back with some fire and it just falls apart.
Speaker 2: Cool noise. So we ended the thing.
Speaker 1: It's it's gone.
Speaker 3: Shoot, Okay, onward carefully.
Speaker 4: Let's be quick about it.
Speaker 7: Yeah, you're listening to the adventures in the Parted Veils,
though I'd advise you not.
Speaker 1: To get too comfortable.
Speaker 4: The veil has a way of change in folks. If
you care for more than just whispered tales, you can
catch our sessions on YouTube, or, better yet, join us.
Speaker 7: If you dare on our patreons, head over to patreon
dot com slash Twilight Enigma for exclusive content, discord access,
and other secrets. Now enough rambling, enjoy the rest of
the session if you can.
Speaker 2: Okay, proceed forward.
Speaker 3: I would like to keep my lantern on no, yeah,
maybe I don't know.
Speaker 4: Then you can be help helping look for.
Speaker 2: Stuff too, Yeah, I'll keep it on.
Speaker 1: OA. So you continue down these tunnels, and as you
go you can see that there are the remains of
many old, old, old bodies. Like some skeletons look like
they are crumbling to dust literally right. And a lot
of these skeletons look like they're locked in combat with
one another. Many of them are from all over the place, ogres, elves, humans, goblins, everything,
And then there's a lot of old dwarven skeletons, and
it seems like all of these are fighting the dwarven
skeletons at this point. Okay. And there are major areas
of these tunnels where when you go you can go
down one tunnel, but then it ends as it descends
and it descends into water, and so you back up.
You go to a different tunnel, and this one is
also flooded, and you find that a lot of your
progress is halted by these flooded tunnels.
Speaker 2: I was this close to taking a spell where I
could make myself a aquatic.
Speaker 4: The yeah, I understand.
Speaker 3: So are there rules for swimming if you don't have
like a swim speed?
Speaker 1: Yeah, I believe it's half right.
Speaker 4: I can think that's true.
Speaker 2: If we go down, you know, until we're need to
turn around, can we get like through it or would
we be turning around?
Speaker 1: Have to try and find out.
Speaker 2: I would like to try.
Speaker 4: Can I burn another tremor sense to see like if
I get to the edge of this, just to like,
because technically the way turmer sense works is that I
can you can I can contact anything touching stone and
the vibrations of it. I would assume water would have
some movement, especially if I slapped it or tossed the
stone in it, So could I see the sixty feet?
Speaker 1: Okay, So there's a few tunnels you try, and you
can tell that the water goes too far for you
to be able to go. You do find, after about
thirty forty minutes of searching one in particular, that you
can tell that the water probably only goes about a
good forty feet before resurfacing on the other side.
Speaker 2: Oh, you found one.
Speaker 3: Yeah, I'd like Yeah, you'd like to try that.
Speaker 1: You guys want to swim?
Speaker 2: Yes?
Speaker 4: Please, Let's get out of a rope. He says forty feet.
Speaker 1: It's forty feet and it goes down and then all
you can suppose is it must surface it.
Speaker 4: Is it depends coming through. She won't be able to
see anything.
Speaker 2: That's true.
Speaker 3: Yeah.
Speaker 4: Here, I'm going to take a rope. I'm going to
go through. I'm going to secure it on the other side.
You hold this end. When you feel a tug, just
follow it and it'll get to where I am.
Speaker 2: Okay, yeah, all right.
Speaker 1: So driving goes through and you wait a few moments
and you feel a tug on the rope.
Speaker 2: Okay, okay, so Pen before me, so Pen can like
hold the rope and I can see if yeah, if
I you know, if one of us gets knocked off
the rope would be her in front of me, So
I could you know?
Speaker 1: Okay, you, as you're going, the rope seems to still
be moving a bit like dravens moving on the other side.
But you're trying to tug it and go along. And
you're in the pitch black okay. And it's at that
point when you're probably about at the ape, like the
bottom part of it, something grabs you, bag, grabs your
ankle or her.
Speaker 2: Then I'm behind her. How does it grab her without me?
Speaker 1: I guess you have dark ye, yes, so what use.
Speaker 2: I thought you did just swimming?
Speaker 1: So what you see is as Pen's going, the rope
is still moving. Yeah, And you get this weird sense
the draven must still be swimming with it. And you
see a skeletal hand reach up in the water and
grab Penn's ankle. And I need you to give me
either a dexterity check or a strength checked contested against
what's grabbing you to see if you can escape it.
Speaker 2: Can I can it be a joint thing, because no
way would I just let that happen.
Speaker 1: Well, it's it's it's happening quite instantly, so you might
be able to react in a moment. Here, what did
you get?
Speaker 2: Eight?
Speaker 1: You got a nine downwards? Mara, how do you react?
Speaker 2: Is a skeleton humanoid?
Speaker 1: Uh? No, it is undead, is what it goes by.
So it's not you not humanoid? Like does it have
the framework of a humanoid? But it doesn't fall under
the tag of humanoid, So.
Speaker 3: I can't just make it my friend.
Speaker 2: Unfortunately, Well, I message. We're not in combat, right, so
I can do multiple things, like we haven't done an
go aheaday message to drive in Oh what do I
say driving? Have you made it out of the water yet? Also,
there's a skeleton, and as I say this, I'm also
just like I whip out my ice knife, I guess,
and I just had it at the arm.
Speaker 1: That's in front of Okay, so you throw the ice knife.
Speaker 2: Well I'm not.
Speaker 1: I'm thinking the spell ice knife. You're talking.
Speaker 2: Oh wait, I don't You're right, No, I am looking
at a spell. I was trying to look at my weapons.
I don't have an ice knife.
Speaker 4: You have a nager?
Speaker 2: Did we all get a nice tagger? Yes?
Speaker 4: I thought we did. There was a bunch of them.
Did you just might I do?
Speaker 2: I do?
Speaker 3: I have?
Speaker 2: Go ahead, That's what I'm meaning.
Speaker 4: So I give you an extra plus two to attack
damage because you've got the boots on. Okay, okay, so
whatever the dagger attack is just extra plus two. Go
to your actions.
Speaker 1: Uh so nine nine? So you bring out the ice knife.
Lee she that from its little thing, and you go
to swing. And as you do, it starts to get
heavier as there's literally a club of ice form around.
Speaker 2: I should have seen that.
Speaker 1: Okay, Penn, do you react in.
Speaker 2: Any other way?
Speaker 1: It's complete darkness. Something is pulling you down.
Speaker 2: Can I drop it on it? Though? It's getting heavier, but.
Speaker 1: You could? Yes?
Speaker 2: Does that knock the hand away?
Speaker 1: So you're you're dropping it on the arm itself?
Speaker 2: Yeah? On whatever that thing is that's pulling.
Speaker 1: Okay, I guess. I guess depends on how murky the
water is, though. So here's the thing. It's a bit
murky below. Now go ahead. It bumps into the arm,
and the arm almost like wriggles. For a moment. You
may make another contested check at advantage. It's going to
make it at disadvantage. But you've lost your knife. Okay,
it got an eight.
Speaker 2: Okay, so I'm free. Just like, So, how I did that?
Speaker 3: Just just death grip on the rope. I am not
for anything going to let that go, and I probably
would just panic and kick frantically.
Speaker 2: Okay, and I touch can I each pen?
Speaker 1: Yeah? She freaks out. So you feel someone touch you?
Speaker 2: Yeah, long and I probably I probably kick you in
the face. I'm sorry, I get it.
Speaker 1: So from from Draffid's perspective, at this point, you begin swimming,
swimming under the water, right, and you feel what feels
like the rope catch on something for a moment, and
you keep going, and then suddenly the rope starts being
pulled a bunch.
Speaker 2: Well, he also hears me ask him that.
Speaker 1: Thing that you guys have come in and you're pulling
on the rope as he's fighting with it, and that's
when you hear a message in your head, driving there's
a skeleton.
Speaker 2: Have you made out yet?
Speaker 4: And I can respond to that, right, yeah, yeah, I'd like, no,
I'm not out yet. Why did you start swimming?
Speaker 2: You pulled the out? I say, as I'm like dropping
this or maybe it pulled their roup.
Speaker 4: Okay, I would be saying, why did you start coming?
Give me some slack and I'll get out, okay, because
that's all I can only respond once.
Speaker 3: So Ken is holding onto the rope for dear life
and doesn't hear this conversation.
Speaker 1: The worst moment over her entire life right now.
Speaker 4: Yeah, that's pretty I'll.
Speaker 2: Give you longshot so you can at least like swim past.
Speaker 3: Yeah, that's great, but I'm probably pulling really hard on
this rope that driven has asked me to stop.
Speaker 1: Pulling on now. So what happens is driving you get
out the end and a few moments later, Pen, gasping
for brand bursts out followed very quickly, Barbara, my heart
is gonna die?
Speaker 4: Is everybody?
Speaker 2: Everybody? Okay? What was that hat? This a skeleton? Just
I don't know why. They're hanging out in the bottom
of a pond.
Speaker 1: As you guys are talking, the water behind you begins
yeah ah, And as you turn around you see skeletal
hands begin to reach hands.
Speaker 2: How many.
Speaker 1: Give me? Give me a quick perception check too.
Speaker 2: From Actually I don't have a lantern. I don't know
what I'm perceiving seventeen seven.
Speaker 1: Okay, in your in your haste, in your panic, you
two don't take the time to count. Driving. You see
at least six hands begin crawling out.
Speaker 2: Oh, we're lucky that we made it through that. Yeah,
all right, you just stopping on.
Speaker 4: Them, Yeah, I mean they're kind of at a bottle
neck trying to get out. I think we should just
go over and just try to like smash from the pieces.
Speaker 1: Is there a rock we can roll an initiative? Yeah?
Speaker 2: Okay?
Speaker 4: And yellow, Oh, it was only it was only eighteen
and it's slowly tipped over to the fore. Twelve eleven
again for me, twenty for.
Speaker 2: Me, I'm thirteen.
Speaker 1: For Georgie, I need you to reroll.
Speaker 8: Okay, eighteen twenty Okay, does the reroll still include this
or or is just the reroll?
Speaker 1: It's yeah, it does, Penn, Georgie. And before the skeletons
skeletons draving, okay, go Pen, heky.
Speaker 2: I need to get the lantern lit again.
Speaker 1: Is that a whole action to light it? No, We'll
let that be an interaction.
Speaker 2: Oh, you're so kind. Okay, I'm going to do that,
and then I'm just going to attack with the rapier. Okay,
what I'm gonna pull out.
Speaker 1: Eighteen eighteen that hits key.
Speaker 2: Five damage and then I get my second attack.
Speaker 1: Oh an eleven that does not hit. Dang it, okay Georgie.
Speaker 2: Georgie is going to attack.
Speaker 1: Eight eight misses. Yeah, so what you see is I
am flustered. Heed comes running over and she's just swinging
at these arms. As the skeletons begin to rise out
of the water, and she catches one and gets it
good across the skull. Georgie fires a blast in his
haste to protect her and completely misses. Mara. It's your turn.
Speaker 2: I'm gonna try chill touch and just see if it
works on one. Okay, hopefully it does not make it stronger.
Speaker 1: It transforms into a bodybuilder skeleton.
Speaker 2: So okay, I still roll. Yeah, it's not a range.
Speaker 1: Eighteen eighteen hits nice, and you're going after the same
one she attacked. Sure, okay.
Speaker 2: Lost it? Where was it? Oh it was a cantrip
two D ten Please be twenty?
Speaker 1: So you run over cast chill touch or I guess
it's a range.
Speaker 2: It's a touch, so I like smack it.
Speaker 1: With Oh you have to? Oh, so you like run
over and grab one of them. What's the damage? Nine nine?
Well that it destroys.
Speaker 2: It nice, Okay, So one of them.
Speaker 1: Falls apart into the water completely.
Speaker 2: And then are there others that are kind of out
of the water.
Speaker 1: There are more that is starting to get out.
Speaker 3: Yeah.
Speaker 2: I cast a fireball at one of them, a fire
smaller little fireball, not a fireball spell.
Speaker 1: I cast fireball at my own feet.
Speaker 2: Now I have to clarify now that I have.
Speaker 4: It's like it's like a baseball size.
Speaker 1: Yes, okay, go.
Speaker 2: Ahead, Okay, that one only a ten, so missus.
Speaker 1: You hit it, but the water on it evaporate, so
it just doesn't doesn't get it, which it It swings
upwards at you as well. I guess you're you're yeah,
because you're right there as you did that, and it
only gets a eleven to hit.
Speaker 2: Oh that doesn't hit me, all right, sweet.
Speaker 1: But the other one next to it levels what looks
like a or it pulls what looks like a short
bow out and you hear the as it lets go
of the string, and that one gets an eleven to
hit as well and misses.
Speaker 3: You both, so we are all out of the water.
Speaker 1: They're like they're like halfway in it, okay, driving.
Speaker 4: Okay, Yeah, I'm just gonna get up there and use
my scimitar on one of them. Yeah, that's twenty two
that hits. Okay, I'm assuming i'll get sneak here. Yeah,
so seven slash or sorry, yeah, slashing damage seven slashing,
and then for sneak we've got eight ten.
Speaker 1: Okay, so draving your your scimitar, catches it in the jaw,
takes the head right off of it, and shatters it
against wallet, clatters to the ground.
Speaker 4: And I'll use whales from the grip wave to hurt
the other one that's still up. Okay, six damage on
that one.
Speaker 1: Six damage. All right, very good, It is your turn. Pen.
Speaker 4: I still have one more, right yep, twenty three, so
that one will just be four damage.
Speaker 1: That's ten total. It's not looking too hot, Go ahead.
Speaker 3: Okay, I'll just attack it with the center.
Speaker 1: Eighteen eighteen. That hits four damage, four damage that it kills.
Speaker 2: As needed.
Speaker 1: You get a moment to catch your breath and you
look around you and the tunnel you're in begins to
slope upwards. It's kind of got like a little sandy
area next to where the water is it begins to
slope upwards into the dark.
Speaker 2: Let's go, how long has it been?
Speaker 4: Yeah?
Speaker 1: Well, let's see you took five hours to get down. Yeah,
you spent forty minutes searching, plus probably a good another
twenty looking around the other you're at six or seven
hours that you've been in the mountain.
Speaker 4: Okay, Well, let's just see.
Speaker 2: This library can give us such an advantage if it exists,
I mean, it does exist, just maybe not here.
Speaker 4: If it exists here, it could have been any one
of those other passages full of water. We have no idea.
Speaker 2: I think we can go seems to have been protected.
Speaker 4: I think we can go up this passage aways to
see what it leads to, and then after that, I
think we need to start heading back.
Speaker 2: Okay, Okay, I hope it's here.
Speaker 1: So you begin walking up the passageway and you eventually
enter what looks like a large cavern area. And in
this cavern you see there are many different like hole
in the wall, alcoves, and then at the very end
a large arched stoneway down in another passage. The cavern
is probably about three hundred feet across.
Speaker 2: In every direction are there books and the stile alcoves.
Speaker 1: Nope. In fact, they seem to be dark, dark to
the point where even your your dark vision cannot see
into them, as if they are magically dark.
Speaker 4: Oh, I don't think we should be in here?
Speaker 2: I do.
Speaker 1: Oh, so what are you going to do?
Speaker 3: Like a like a big it's a big cavern.
Speaker 1: Okay, Marrow's got an idea.
Speaker 2: Well, not really. I was just I was wondering how
while the invisibility works, it works like through like magic whatever.
Speaker 1: I don't think it does. Okay, what do you do?
Do you continue on or do you go back?
Speaker 4: I think we need to turn around.
Speaker 2: I think that something important is here.
Speaker 9: I think you're right and we need to come back later.
But I think we need to do you think we can
come back later. I think we triggered something to wake
those skeletons.
Speaker 4: I don't think we did. I think they just wander here,
minions of the lich King left to their own devices,
not being used currently.
Speaker 1: I don't think it's the hard decisions of D and
D Come on, make up.
Speaker 4: Here's what I think. I think we are onto something.
I think there could be something worth finding here. But
I also think I'm not going to let my chance
to get after vat slip away and we need to
take that airship. Yeah, that's what my priority is right now.
Speaker 2: But it flies for forty eight hours and then returns
like we've got.
Speaker 3: We agreed to Dreven that we would take maximum of one.
Speaker 2: Day to look.
Speaker 1: It has been seven hours.
Speaker 4: Give me another hour, thirteen minutes.
Speaker 3: Draven, you're pretty good at sense of direction and such
in these tunnels.
Speaker 2: I am very lost.
Speaker 3: But do you have a general idea of where we
are relative to the surface or the mountain?
Speaker 2: Like, have we crossed the mountain? Are we going to
come out near where the airship will be? Save us
some time? That way up quite away.
Speaker 4: That's a good question.
Speaker 1: Not a long it, okay, But we went away down
to get to the tunnel slope at a slow grade,
probably for two three hundred feet.
Speaker 3: Just wondering if there's a good chance that there's like
one of these alcoves, is that is an easier way
out slash back in instead of going back through the
skeleton water.
Speaker 2: I don't think we're getting back in here. I feel
like it's now or never. I think we can get
back in here. I don't can't.
Speaker 4: Why not?
Speaker 2: Clearly? Somebody else already has been getting in and out
of here.
Speaker 4: Someone's been using this secret tunnel to come in and
out as they please.
Speaker 2: I've probably set booby traps to be aware of when
other people do.
Speaker 4: Maybe we didn't notice anything.
Speaker 2: I think the skeletons, I don't know what trigger.
Speaker 4: Okay, here's the deal. Nobody comes down here except for
this clearly, and one person, likely Vortar, has found some
interest in these tunnels. But I can tell you right now,
the vast majority of every citizen that lives in Vraken
would never come down here.
Speaker 2: What does that have to do with anything. The one
that does come down here might know that we are here.
Speaker 4: I mean, he already wants to kill us. If he
does so.
Speaker 2: Mara's like using her half hour to like.
Speaker 4: I've got no reason to think we couldn't get back here.
Our paths were completely retraceable. Yeah, I don't.
Speaker 3: I agree with driving on this one. This is freaking
cool and we need to come back to it.
Speaker 4: I agree. I would gladly come back here when things have.
Speaker 2: Wiped away and there's nothing left to find.
Speaker 4: I think these tunnels have been the way they are
for many dreds of years. I don't think we've walked
into them and suddenly ruined everything.
Speaker 2: Mar Mara's carrying on this conversation by consistently casting message
while she is already running through.
Speaker 1: Okay, all right, so if that's the case, So you
entered this cavern, Marra's running. Where are you running? Are
you running the big opening at the far end? Yeah?
Speaker 4: Checking out the alcoves.
Speaker 2: I want to see. I do want to see if
I can, Like, is there like a magical barrier at
one of the alcoves or.
Speaker 1: At one of the like the hole the water is
when you approach it. It's not a barrier, but it's
literally like a magic mist of darkness. If you put
your hand in, your hand disappears when you pull your
hand out. Is there, but it's not like your hand
is gone anywhere. You just can't see it. It's dark,
think thick smoke, but it's just plain darkness.
Speaker 2: I thoughts nothing. I walk into it.
Speaker 1: Okay, all right? Uh? How far in?
Speaker 10: Ah?
Speaker 2: Only like ten steps?
Speaker 1: Ten steps?
Speaker 2: Yeah, okay, not too far? He little bit he steps in?
Speaker 1: Is this like the first cautiously walk into You walk
into this blackness? Okay? And uh, you walk probably about
a good five feet before you walk face first into
another body.
Speaker 2: Body and skeleton, there is.
Speaker 1: A gasping sound, and then suddenly all around you you
hear more gasping sounds. How do you what do you do?
Speaker 2: Turn around?
Speaker 1: It?
Speaker 2: Run?
Speaker 1: Okay, so you turn around. I need you to give me,
give you something saving brow to make sure you run
in the right direction because you're in complete blackness that
you cannot see.
Speaker 2: Uh oh shoot.
Speaker 1: DC ten. You turn around and you so you guys
see Maara come running out. And suddenly the entire cavern
erupts with this like rasping, breathing and shambling out of
each of the alcove come zombies. That's our que to zombies.
That is our queue to leave.
Speaker 2: I want to book it.
Speaker 1: There is a grand sound, both doors, both arches, both
sides of the area begins.
Speaker 4: Okay, I assume Pat and I have just stayed near
the entrance.
Speaker 1: To but looking up, dust starts to fall as a
big stone door begins to come down.
Speaker 2: But it's time to go make.
Speaker 1: Way. You're gonna follow her?
Speaker 4: No, no, no, I'm telling her to come here.
Speaker 1: You have a choice to make.
Speaker 2: I have a quick second and I analyze which door
will I make it through which door.
Speaker 1: Well, considering that you didn't go all the way into
the center of the area, and you probably went into
one of the side alcoves near the door, this is
the one you're gonna make it through. You could, if
all of you ran, possibly make it possibly at the
far one.
Speaker 2: I have a gut feeling that that's the better way
to go.
Speaker 1: But I'll leave it up to all of you to
decide what your characters do.
Speaker 4: I'm just yelling at Maria to get out, like, let's go,
it's time to leave.
Speaker 1: Okay. If your hesitation the door.
Speaker 2: I know it's a split second of like where you go,
I'll go to them.
Speaker 1: So as you go, as you run, you see as
all these things come shambling out into the center of
the this this area, and they begin to funnel this
way towards the doors. You guys run out of the door,
and the door stops closing. But the zombies keep coming.
Speaker 3: But the door stops closing. Yes, it doesn't keep closing.
Speaker 1: As soon as all three of you pass underneath it,
it stops moving.
Speaker 3: Can we see the one across the way? Does it
keep closing?
Speaker 1: It does? Okay, So what do you do?
Speaker 4: Uh, we're going to try and get us.
Speaker 3: If I go back on the other side of the door,
does it start closing?
Speaker 1: Yes?
Speaker 3: Are they Okay, I'm going to go back on the
other side of the door, and then I'm going to
roll under it the last second, so that no.
Speaker 2: I wanted to cast a fireball.
Speaker 4: Oh yeah, yeah, yeah, yeah, do that before you do that. Okay,
throw a fireball in there.
Speaker 1: I want to you shout that to her. What do
you do when she tells you she's going to cast a.
Speaker 3: Fireball before she cast it right where I'm at, she
cast it beyond she can cast it. I will wait
around her second and roll under.
Speaker 2: Okay, I want to just yeah, okay, I forget what
I have to do for.
Speaker 1: That now it just happens. You tell me where.
Speaker 2: It's a save of decks thirteen.
Speaker 1: So there is an explosion of light and heat as
you cast it. What right in the center of the room. Yeah, okay,
all right, good, give me a roll for damage.
Speaker 2: Is it full damage or half?
Speaker 11: It's gonna be full okay, Then twos and ones twenty six.
Speaker 1: Okay, So it incinerates all of the zombies in its area,
like poof, They're a pile of ash or exploded. Okay,
but that only takes out probably a third of the
zombies in the room.
Speaker 2: How many are they? That's a twenty foot radius?
Speaker 1: I know that.
Speaker 3: Yeah, three hundred zombies in the room.
Speaker 2: I want to go back in and fight.
Speaker 1: You have to realize it's a twenty foot radius and
every square of that radius was filled with zombies.
Speaker 2: Okay, so.
Speaker 3: Vallid Okay, So they all came out, went to the center,
funneling towards you.
Speaker 4: Yeah, so a lot of them will pass through center
right coming across the room.
Speaker 1: Yeah, but at that point you roll under the door
and there's only about this much space, Yeah, to which
I guess you guys run Yeah, yeah, Okay.
Speaker 2: Mara is fuming though.
Speaker 1: Okay, now you run and you make it after a
short time back to the water that you will swim through.
Speaker 3: At the water does does anything seem to be chasing us?
Speaker 2: Like through the door?
Speaker 1: Are you going to go back? And look?
Speaker 2: How how sturdy are these tunnels?
Speaker 3: Like I'm not gonna like accidentally cave one in if
I drop a canister bomb in the water.
Speaker 2: Before we go through, because just to clear out anything.
Speaker 3: That might be there, because I don't want to get
grabbed again.
Speaker 2: A bomb I think would cave us in to this.
Just it's just just a little camster bomb. It's not
like a massive explosion. I just want to in the
water and kill anything that's in there.
Speaker 1: You guys need to start making your decisions quicker, because
now you're hearing things coming from behind you.
Speaker 4: Okay, let's go, Okay, I'm just gonna make the rope.
I'm gonna take my rope out again, and I'm only
gonna make it like short, a short length, and I'm
gonna hand one end to pen and just say hold
on and swim and come with me sort of thing.
Speaker 1: So you jump into the water, which is noticeably colder
than the last time you were in it.
Speaker 2: Oh freak, did my ice and ipe keep.
Speaker 1: Still?
Speaker 4: That would be a terrible ways.
Speaker 1: As you're swimming, you see there is almost like this
pillar of ice that is coming from the bottom, like
a stalagmite, you know, of ice rising from the bottom.
Speaker 2: Okay, yeah, all right.
Speaker 1: And uh you make it through the water onto the
other side, and that's when you begin to hear sounds
coming from all tunnels around you, no gasps and moans.
Speaker 4: It would appear we've awoken all the inhabitants of this tunnel.
Speaker 2: Let's run.
Speaker 4: It's time to go.
Speaker 3: Okay, all right, running running round?
Speaker 1: Okay, all of you give me a dex check, is it?
Speaker 2: Oh yeah, it's been more than an hour?
Speaker 1: Yeah, eight fourteen.
Speaker 2: H two twenty, I forget what my dex is? Stealth
or no, that's two decks nineteen nineteen.
Speaker 1: Okay, so you two begin to run ten. Yeah, you
get your ankle caught in a rock. Of course, you
sprain your ankle.
Speaker 4: Gotta help her, if only you had the boots.
Speaker 1: All right, the two of you can now make dex checks.
She's out as you're helping her. Okay, wait, she's sprained
her ankle. Thirteen eleven eleven, Okay, you're okay. You guys
make it after some time back to the original cavern
where you fought the ogre skeleton. It's remains still lying there,
and there are just moans and groans echoing throughout all
of the cavern. Where do you run out? Is that
what you do? Yeah? Yep, okay, okay, you all need
to give me a strength check to roll the stone
back DC fifteen.
Speaker 5: Oh my gosh, natural one same same eleven seven okay,
better than all of y'all.
Speaker 1: The mones get louder. You can try again.
Speaker 4: Okay, surely this won't roll the natural one again. No,
I'm using the other die even eight?
Speaker 2: Ten?
Speaker 1: Oh, the moones are in the tunnel. Okay, you're in
the small tunnel.
Speaker 2: How much control do I have with these spell?
Speaker 1: What spell are you considering?
Speaker 2: The one that shatter? It's a ten foot radius?
Speaker 1: Okay? Oh? Can I just like this of the tunnel?
Speaker 4: You probably collapse the tunnel with you.
Speaker 1: Probably could. You can cast shatter if you'd like, But do.
Speaker 2: You want to tunnel?
Speaker 4: Is there?
Speaker 2: Let's push?
Speaker 4: Are we out of time and we have time for
one last push?
Speaker 1: They're in the tunnel, they're very close. You can try
one more push, one.
Speaker 2: More push and if I need to shatter them all.
Speaker 1: Six okay, So the adrenaline kicks in and literally, as
hands begin to reach from the darkness for you, you
shut the stone. Okay. Now you sit in the darkness
of the deep of Rackham in silence.
Speaker 4: What did you do other than are like, we're laying
against the stone that.
Speaker 1: We just moved.
Speaker 2: How's everyone doing for health? I'm okay, okay, yeah, nobody
got really hurt.
Speaker 1: Okay, Uh, where do you go from here back.
Speaker 4: Back up to the top? Where do we want to
like have a rest down here and like.
Speaker 2: To mend my ankle?
Speaker 4: Yeah, we have enough time, Well go up for a
bit and then find a place to rest.
Speaker 2: Maybe not right next to this, because I would like
to get some distance bad time.
Speaker 1: I'm just thinking it'd be funny if you rested right
next to it.
Speaker 2: And I'm just realizing, are all of these things gonna
pile the other and push it? Maybe I like to
take the area, well, maybe I want to cave it in.
Speaker 4: Well, we're leaving, then we couldn't get back.
Speaker 1: She's like, I don't care about murdering all the doors.
Did we already establish that?
Speaker 2: Okay, they're not all bad, so I don't want to.
Speaker 4: Kill all The thought of them pushing that rockover has
not even past Dravin's mind, so he's like happy to
just carry on up.
Speaker 2: Okay.
Speaker 12: Bar Guiltily is like, do I tell yeah, Mars too
angry to speak right now, because we could have just
snuck through and gone.
Speaker 1: Okay, yeah, it takes you. So are you going all
the way to the top or just like a little.
Speaker 4: Way good ways up until like because we've been down
here for a while, as far as we can make
it up, you know, without being too tired of them.
When we're too hard, we'll just.
Speaker 1: Sleep, okay, all right, so you take a rest.
Speaker 3: I almost think we should have gone through the other tunnel,
but too late.
Speaker 2: We should have. We should have, we should have the
other side.
Speaker 4: We'll come back.
Speaker 1: All right. What happens is you you uh, you make
it up top after your rest, and by this point
it's a long rest or short rest, short rest or
long rest.
Speaker 4: But you take a long rest and.
Speaker 1: Take a long rest, you use your battle medic and
all that you Your sprain ankle is not a permanent thing,
so it was like more you tweaked it right. By
the time you get up top, it's very very early
the next morning, like really early. If I'm thinking, because
you went seven hours, be another seven hours. That's fourteen
hours plus eight.
Speaker 2: We still have a day to wait. Ish yeah, wait,
totally could have luked more.
Speaker 1: So what do you do during this next day? Do
you go back?
Speaker 4: Not?
Speaker 1: What do you do?
Speaker 4: Well, we probably need to do some like scouting, just
to like figure out the best place to watch from
to see when this thing arrives.
Speaker 2: Yeah, sorry, Mara, I know how much that search that
meant for you.
Speaker 3: It's okay, well we will go back.
Speaker 2: I don't think we'll be able to, but it was
worth a shot.
Speaker 1: Yep. Whole campaigns thrown.
Speaker 2: That's the end.
Speaker 1: Actually, thank you for so uh you scout about. You
take your time looking. You are a to figure out
where the thing's been refueling. Okay, and once you locate
that area, what do you do?
Speaker 2: Is the right fuel that is there for refueling waiting there?
Speaker 1: Essentially what it is is they seem to have built
these giant canisters that sits near Rackham, not inside, just
outside of them.
Speaker 4: What kind of like guard is there set up there?
Speaker 1: This is a decent one. It's not huge, right, but
it's not a full skeleton crew. They recognize that this
is a very important asset to them. You can tell
that they're not banking on people getting this far behind
enemy lines or even knowing to do so, right with
it being such a new invention.
Speaker 3: Hanna's fascinated by these giant canisters.
Speaker 2: She would like to examine them. But from an instance,
from a.
Speaker 1: Distance, I could guess they're filled with something.
Speaker 4: Go up there and just refill all your.
Speaker 3: Wondering if I could like make mine bickers on them.
Thanks for listening to the Adventures and the Parted Veil podcast.
You can see the video version of our sessions and
more on YouTube, and Georgie would like me to remind
you to check out our Patreon at patreon dot com
slash tiglight Enigma for exclusive content and discord access.
Speaker 2: I gotta sue.
Speaker 3: I hope you enjoyed the rest of the session.
Speaker 4: Okay, Shoot, I just had a thought and it disappeared. I
don't remember what it was.
Speaker 1: It happens, happens at your age. I'm saying that showing
full while I'm actually older. Okay, so you wait for
the day.
Speaker 2: Is there any point in time where like we can
is there like a leader that we.
Speaker 1: Can pinpoint, like a leader of the guard? Yeah, give
me a perception check thirteen thirteen, so you can tell
that there there are people in charge of the guard shifts.
Speaker 3: Yes, I think while we're waiting here, super stealthily, anytime
that one of the guards is alone, he just doesn't
return back to the well.
Speaker 2: No.
Speaker 1: After the second one.
Speaker 2: No, but if at any point one that looks like
they have a little bit of sway is alone. I
would like to try suggestion on them, okay, to lead
the group away, but only if they look like they
would be able to lead the group away. And if
I fail, we're killing them, We're knocking them out or
you know, they're not returning if I fail at my suggestion.
Speaker 1: Let me look up a guard here. Okay, suggestion? What
is it? A saving through? Yeah?
Speaker 2: Wisdom? Thirteen?
Speaker 1: Oh we got a twelve?
Speaker 2: Okay, twenty five words Okay, I need to think this through.
The suggestion must sound achievable and not involve anything that
would deal damage to him or a tali.
Speaker 1: Yes.
Speaker 2: Yeah, and this is a guy that looks like he's
kind of in charge. Okay, go gather all your men
and tell them there is there one word or two.
There is one word there needed at the border, so
you all must go immediately.
Speaker 1: Okay, all right? Uh so he failed. That's what he does. Nice,
that's what he does. There's a bit of questioning from people,
but he's the leader. You find yourself in an empty
lot waiting for an airship to arrive.
Speaker 4: Fabulous and we'll hide brilliant. Yeah. That that just changed
the entire game, Like this is gonna be a cop
This is gonna be a complete different mission. You might
remember if we have a battle, right.
Speaker 1: Maybe maybe there are very guarantees in life. They say
death and taxes, and players will forget their inspiration. And
then we have it all the.
Speaker 3: Time, and you I know, I never use it.
Speaker 2: I should have used it when I tripped.
Speaker 1: I know.
Speaker 4: Yeah we should. We shouldrobably be hide so that we're
not just standing here when they pull up in the shop.
Speaker 2: Yeah, we don't want the ship.
Speaker 1: You have adequate time. I will not make you roll o.
Got cool? Yeah, But like clockwork, the ship comes comes
by getting ready to refuel forty eight hours later, and
it hovers and rotates in the air, and it floats
down and docks near these canisters, and immediately there is
you hear shouting and yelling.
Speaker 2: I'm sorry. Before you get too far, I do cast
minor illusion when they get close enough to create the
image from the air of there's still being soldiers there.
Speaker 1: Minor illusion wouldn't do that. It's too big.
Speaker 2: Of any object. I put the image no larger than
a five foot cube. But if it's from the top,
could it be the image of a one guy?
Speaker 1: At least it could be one guy.
Speaker 2: I do that.
Speaker 1: Okay. So you hear shouting on the airship, familiar shouting,
and and it's just where is everyone is? The shouting
from a very mechanical voice.
Speaker 2: I also.
Speaker 4: Cast oh my gosh, you go through all these before
we start coming back.
Speaker 2: Yeah, but maybe we don't have to get to combat.
Speaker 4: Nice creating.
Speaker 3: What does the ship look like? How would you get
on board?
Speaker 4: Good? A horse? Could a horse get on board?
Speaker 3: Like one ladder to get up the on each side?
Speaker 2: Each side?
Speaker 4: Yeah, there's no like place to put cargo in and stuff.
Speaker 1: Well I guess yes, from the back it would hatch down.
Speaker 3: Okay, but the hatchet is not currently down, I would assume.
Speaker 2: No, okay. I also cast the skuy self to look
like but leader that I just told to.
Speaker 1: Go away, okay, okay, all right, So.
Speaker 2: I tried to guys like him and I so I
hear the mechanical man coming out. This is kind of
risking myself. But I stumble out, uh, what is the
best way to do this? Just like, oh, I'm so sorry, sir.
We were we were all just a little distracted, like
they're they're coming there, they'll be here in a minute.
We're lost track of time.
Speaker 1: Get a move on. We've got a war we're fighting here.
Speaker 2: Yes, yes, just get your ship down here.
Speaker 1: So it parks and everything, and he disappears into the ship.
Speaker 2: At this point, Wait, was he out of the ship?
Speaker 1: Well? Like in into like the interior.
Speaker 4: Oh okay, does he open the hatch? Why do you
open the hatch.
Speaker 2: To go in?
Speaker 3: While she is doing that and offering a distraction, I
would like to light my jet pack and fly on
board the ship from the backside, okay, out of.
Speaker 2: Sight while it's landing or after it's.
Speaker 1: Well, it's it's landed.
Speaker 2: Yeah, but like.
Speaker 3: While you're talking to the mechanical man.
Speaker 1: Give me a stealth check. A disadvantage because you have
a jet pack?
Speaker 2: Is the first time she might have actually wished jet
Does the destruction balance it out? Though?
Speaker 1: No, it's a jet pack. You ever played jet packed
joy Ride? There's no such thing. What did you get?
Speaker 2: I'm forgotten empowered jet pack.
Speaker 1: So it's probably very loud.
Speaker 3: Okay, So maybe you didn't give me disadvantage.
Speaker 1: On the entering the ship. So what I what I
had said is he had already landed when you started
talking to him. You've jumped up onto the back of it,
to which he's gonna turn, and he's going to see you.
And that's where you can all roll for initiative.
Speaker 2: I thought you gave a good enough distraction.
Speaker 1: So what happens to see he sees you pen which
he looks at a couple of the dwarfs that are
on the ship and tells them to run and go
get help, and and and they jump off the ship
and take off, and he immediately turns and says, you're
not getting away this time, and you may all roll
for initiative.
Speaker 2: Can we roll it again?
Speaker 3: If we already rolled, Georgie's initiative will be.
Speaker 2: Seven and line is four. Good job.
Speaker 1: Georgie's is seven. Have Georgie roll again?
Speaker 2: Uh ten?
Speaker 1: So we've all rolled initiative. Now the initiative is draven,
then ten, then the Crooked Man, then Georgie, then Mama. Okay,
all right, and go ahead driving. You're thirty feet away
from the ship at this point. Okay, I'm gonna say
you're ten.
Speaker 2: Okay.
Speaker 1: It takes ten feet of movement to get up the ladder.
Speaker 4: Okay, how far would it be to go around to
get up the other ladder?
Speaker 1: I don't have a map. Here it would be.
Speaker 4: I guess we could get a from where you are.
Speaker 1: And give it thirty sixty.
Speaker 4: Don't get out. The tape measures eighty feet eighty feet
child's play, Yeah, Georgie would be with you. I can
get out there, go ahead, drive them, Okay, So I'll
use my bonus action for a dash, which does get
me eighty feet with my full movement. All right, I
guess I can't. It doesn't really matter that I used a.
Speaker 2: Bonus to get up there or to get no.
Speaker 1: Eighty feet to get up. This is what I said.
Speaker 2: So you went around and up the ladder.
Speaker 4: Oh to get up? Okay, So that hasn't used my
full action yet. Okay, So can I would I get
any sort of bonus to attack him right now?
Speaker 1: Like?
Speaker 4: Did you know I'm there?
Speaker 2: Was?
Speaker 1: I give me a I'll check, Lissy, I'll white you.
Speaker 4: Were okay, Okay, Oh it's good.
Speaker 1: Twenty six Okay, he does not know you're there, so
you could attack with advantage.
Speaker 4: Okay, I'll get out my hand crossbow and just fire
all right, good thing that's in the twenty four that
hits Okay, and we're getting sneak with this, so I'll
just roll everything. That's not good.
Speaker 1: That's not the best role. It's only thirteen thirteen damage. Yeah, okay,
we'll take thirteen damage. All right. It is now pens turn.
Speaker 2: It is my turn. I'm going to Okay, he's too
far away for me to do that, so.
Speaker 1: You shoot him and he too drowned like you, so
he knows that me.
Speaker 3: Yeah, I am going to.
Speaker 2: Throw a camister bomb.
Speaker 4: Okay, all right, yeah, take advantage of us not being supers.
Speaker 3: Next thirty saving through DC thirteen.
Speaker 1: Okay, so you're gonna throw a canister bomb at it? Yes,
I would like what.
Speaker 2: DOC thirteen throw. I would like to.
Speaker 1: Got a six.
Speaker 2: I would like to kind of drop.
Speaker 3: It from in the air, like I want to fly
and I can hover some going.
Speaker 2: To because that's cool. Yeah, yeah, balls are they?
Speaker 1: Yeah? So the balloon is it would be thirty feet
above this, so you can't go higher than thirty feet okay.
Speaker 3: But I could go up like fifteen feet above the surface.
I'm just like hovering above these stairs here.
Speaker 4: Okay, all right, some of those little like clear.
Speaker 3: Things, and Georgie would probably still be in my pocket
at this point.
Speaker 2: He's with me, okay, and I'll drop that bomb go ahead.
That is eleven.
Speaker 1: Does he make a saving throw against that?
Speaker 4: Yeah, he did already.
Speaker 1: Oh yeah, that's right.
Speaker 3: Yeah, so eleven damage, yeah, all right, and that's fort damage.
Speaker 1: So he takes twenty four force damage as you do that,
to which he he yells as he sees this, and
he's like, I'm gonna destroy you all, and he puts
his hands to his mouth and he lets out a
whistle as he does. Okay, now at that point five
ten fifty dravid from twenty feet away, he's going to
make some attacks against you. Okay, So first attack does
a nope, A nine does not hit you, but I
think a twenty one does, correct, So he strikes at you.
You get six damage from okay. Third attack does a
fifteen hit you?
Speaker 4: No, it does not.
Speaker 1: You get a high a C sixteen, Yes, that is
my ac all right, you take five more damage.
Speaker 2: His arms so stronger, I'm gonna.
Speaker 1: I've had an upgrade. And then for you, Penn, he
looks up at you and he arcs one of his
arms up and I need you to give me a
uh oh there it is a deck saving throw twenty
one twenty one okay, so you will take half of
this as lightning fires out, you take four lightning damage
four okay, so four it was eight, you take four. Yeah, okay,
And now Georgie gets to go.
Speaker 3: Yeah, Georgie is going to I don't want I'm kidnapping
Georgie you for a third time. No, Georgie's gonna do it.
George is gonna not get Georgia does have a reach
of five feet, so Georgie's gonna fly over to him.
Speaker 2: But just.
Speaker 1: Okay, you just put it down. It's fine, you know
it's there.
Speaker 2: It's cool. He's gonna stay five feet back.
Speaker 1: Okay.
Speaker 3: He's also like flying above and launch a force blasts.
Speaker 1: All right, twelve twelve.
Speaker 2: It's probably not.
Speaker 1: Gonna hit that does not hit his ac No, it
does not. Yeah. So essentially he steals himself against the
force blazes like I see you've made another Perhaps you'd
like to meet an old friend. And he reaches behind
himself and he pulls out the original Georgie. If one
of you would like to put this beside him, and
it's gonna fly up next to your Georgie.
Speaker 2: Georgie on Georgie.
Speaker 1: Yes, it uses the same stats as yours, except it
has a plus two to hit right, yes, like like yeah,
he's made seven adjustments to it and that was a role.
He's rolling it rolls at Georgie. It gets a twenty
five to hit okay, and what is it? How many
D six.
Speaker 3: One day six plus three the damage?
Speaker 1: So he takes four four damage.
Speaker 2: For force damage on.
Speaker 1: Your new Georgie.
Speaker 4: Georgie is having his own little battle.
Speaker 1: And it is now Mars's turn.
Speaker 2: Can you remind me? M h with dissonant whispers if
I so, whether I succeed or failed? He knows it's me?
Is it like me? Or is it like the kind
of the area that it's coming from you? So I
can't use that?
Speaker 1: And well ruin your disguise.
Speaker 2: That's fine. I cast it at a third level, okay,
uh So, wisdom saved thirteen thirteen. Please don't pass.
Speaker 1: Here we go, please don't pass. He got a I'm
rolling terrible saves.
Speaker 2: He got a four okay, okay, I cast yeah, I
get to roll five these six still yours well twenty
two twenty two damage? Nice plus he must move as
far away from me as he can.
Speaker 1: Does that scare him off of the uh? So? He
is it a direct line away from you?
Speaker 4: Whatever would get him the furthest distance using his movement speed.
Speaker 1: Following the safest Yeah, he he could very well just
go further up the ship then.
Speaker 2: To move as far away from music can using the
safest trap. But the vibe is that they're running away.
Would he run away?
Speaker 1: But he's not going to in his ship?
Speaker 2: But would he would?
Speaker 1: He? Would? He?
Speaker 2: I think safest would be to not go off.
Speaker 1: The ship, not jump off the ship. So I can
move him thirty feet that way.
Speaker 2: That's six squares yep, thirty this way. Yeah, it would
probably that it would be more away from you.
Speaker 1: Yeah, sure that was true.
Speaker 2: Okay, so what.
Speaker 1: Five, ten, fifteen, twenty, twenty five to thirty?
Speaker 2: K he's right there, and then I can still move.
Speaker 1: You can still move, okay.
Speaker 2: And you said I'm just ten feet away and ten
app so that would put me like and how far
does a fireball cast?
Speaker 1: Well, you can't cast another spell on.
Speaker 4: Your turn cap.
Speaker 2: It's a bonus.
Speaker 1: Fire, you said fire Yeah, okay, I forget that.
Speaker 2: I have a spell named fireball.
Speaker 4: You have a very because it literally says in the
spell it's like a small ball.
Speaker 2: Yeah, Crow, I just mean my produced flame spell. Alright,
roll producer, but it is.
Speaker 3: Sixty feet what materials are out of what material.
Speaker 2: Is made out of?
Speaker 1: Wood?
Speaker 4: But produced flame doesn't have anything that I.
Speaker 2: Could also snuff it out, Okay.
Speaker 1: I needed to.
Speaker 4: It's not like fireball.
Speaker 1: Yeah it's not good.
Speaker 2: Yeah, it's not that powerful.
Speaker 1: Roll to hit? Oh eight, it just bounces off his armor.
Speaker 2: Oh yeah, go ahead, because I won't remember to later.
Please be better, much better? Think you?
Speaker 1: Is that seventeen?
Speaker 3: Yeah?
Speaker 2: So twenty that hits too roll for damage to thanks?
I never remember about that. And it was two d
eights eight damage?
Speaker 1: Can I alway scrap piece of paper? These and booth dead?
Eight damage? All right? Okay? Good? So what happens is
you do all that? And there is Can I have
a pencil too? There's a click as the door behind
you opens and out steps.
Speaker 2: These an ice dude.
Speaker 1: And another one of these?
Speaker 2: How many ice dudes?
Speaker 1: Okay?
Speaker 2: Georgie and pen are still flying? Right? How are the
skies looking today?
Speaker 1: Dark and stormy? You're right below Rackham? So at that
point they now take a strike at you driving, So
they lumber out this ice corpse and it takes one
look at you, and it's got a glow of blue
in its eyes, and this ice steps forward, cold and silent,
and it makes a strike, missing you completely, and then
it strikes again, getting a twelve, missing both times. All right,
But then Mara, the other one comes after you. That
that's a twenty two. Oh that hits me, That definitely
hits you. So it swings out with its icicle hands right,
and they rake across you doing oh only four's say,
four slashing damage is what it does, and what it
is is forour slashing damage and two cold damage. You
can only take one, okay because you have your But
it attacks again, getting oh gosh, i am I've rolled
nothing higher than a six rolls tonight? Okay, that is it.
They they miss, They lumber through and you guys jump
back and they miss all those attacks. It is now
top of the round with driving.
Speaker 4: Oh yeah, okay, I'm gonna run over here, okay, not
getting out of his range, and I'm going to attack
that one that just attacked Maura. All right, yeah, just hinting.
Speaker 1: Maura, Frank, what's you roll? There's a lot of missed
rolls tonight, okay, okay, So, with an agility that is
unnatural for an undead, it moves out.
Speaker 4: Of the way, and then next attack.
Speaker 13: That is nineteen nineteen hitsky oh, and I will get
sneak attacked.
Speaker 1: You will get sneak attacked, so.
Speaker 4: The damage will be not great, but a sneak attack
will make it a bit. That's twenty.
Speaker 2: That's twenty, which will be not great.
Speaker 1: Twenty, yeah, not great. I just just destroyed it. No,
it's not dead, but you you gash deeply into it.
It is and it's bloodied. No, it is Penstern.
Speaker 3: All right, Penn is going to fire her crossbow at
the mechanical man.
Speaker 2: Okay, critical.
Speaker 1: Case that you take aim and just bang.
Speaker 3: So that is eight damage, eight damage, yeah, okay, all right,
and then I get another attack, so I take it.
That's eighteen eighteen hits only one of those now that
is also eight damage.
Speaker 2: All right, and then I am going.
Speaker 3: To fly over top of those people, okay, and go f.
Speaker 1: Thirty.
Speaker 3: Now I'm like here, but I'm still I'm up in
the air.
Speaker 1: Okay, ye have flown thirty Dissonant whispers only makes him
run that one time, like he doesn't constantly run. Okay,
he's going to move forward. You said your thirty feet
in here.
Speaker 3: I'm like I'm just below the level of the balloon.
Speaker 1: Okay, so you're right twenty five feet okay.
Speaker 3: So it was like twenty feet from here, so I'm
probably higher than that.
Speaker 4: Oh that's true from that platform.
Speaker 1: Yeah. So what he's going to do is he's going
to move in to within twenty feet from drop and
again okay, and he's going to uh make an attack. Yeah,
and all right, draving here we are. He got a
twenty three yep five damage. Yeah, missus, missus, missus.
Speaker 2: Keep rolling like this. I love it.
Speaker 1: Well, yeah, seriously, missus one two, A lot of you're
just so has rolled two, four, four, six and eight.
I'm switching dice.
Speaker 2: In his fury, He's just like.
Speaker 1: Alright, Dravin's just dodging back and forth as it.
Speaker 4: Goes, not even looking at him either.
Speaker 1: It's Georgie's turn, just back towards him, so tremor sense, no, Frank,
if I knew he was going to hit me the once,
I would have used my Yeah, seriously, any dodge, but he's.
Speaker 4: Got hit again.
Speaker 2: It is Georgie's turn. Georgie's gonna, ma'am get Georgie. Georgie.
I thought Georgie went after you no, oh, I did
take a turn and fly and oh yeah you just did. Okay, yeah, yeah,
but immediately after gotcha, gotcha, gotcha. Georgie will fight Georgie.
Speaker 1: All right, he's fighting his own little battle.
Speaker 2: All right.
Speaker 3: That's a twenty three to hit that hits.
Speaker 2: Five damage.
Speaker 1: Okay, keep track of the health. I'm not sure of
Georgie's health. Okay, Georgie will return fire at Georgie two
point zero you have that's uh, can't it? Oh? What's
the plus seven is what we said it? So thirteen
is thirty hit yes, okay, and one d six damage
plus three yep, it's seven damage. Okay, okay, Mara your.
Speaker 2: Turn, okay. I cast ice knife okay at him. Yeah.
Oh it's a save.
Speaker 1: Saving throw, dexterity saving throw. Here we go. Oh you
got a sixteen dang it it explodes. Um so wait
you roll to hit and then it's the saving throw.
Speaker 4: Well, you're right, saving the explosion.
Speaker 1: It doesn't the explosion, but not not your bonus, but
just your dice.
Speaker 2: So I get to detenseed yeah.
Speaker 1: Oh one, okay, so ten damage to him ten.
Speaker 2: Okay, but then because he missed.
Speaker 4: Wait, yeah, I think that's that's it. It like explodes,
and then there's the deck save.
Speaker 2: Half damage on Oh it must succeed on a deck
save or take Okay, but you didn't.
Speaker 4: So yeah, he passed.
Speaker 1: Okay, so it hits him and then he rips it
out and throws it off before it blows up.
Speaker 2: Gotcha, and and that makes me angry to see him
succeed and so but but get this produce. Yeah, all right,
Georgie one.
Speaker 10: Okay, screw you in your little thievery, don't hurt my
a baby.
Speaker 2: Yeah, well he's turned.
Speaker 4: Uh, I feel like he's got extra.
Speaker 2: Does a fourteen hit Georgie one does?
Speaker 1: Yep?
Speaker 2: Nice? And I forget how many? You're right, you're right.
Speaker 1: You're right eleven eleven damage? Does that? Blow it up?
Speaker 2: Georgie one is gone.
Speaker 1: Right, Georgie one is gone? Okay, Uh, the crooked man
is going to take a legendary action of course, you know,
and he is going to attack you, Dravin. This is
like one in range and I let's see he's going
to roll to hit you. Uh, fourteen does not hit you? Nope,
So he misses. Okay, all right, Now it's the zombies
turn Draven miss ooh twenty three. Yep, that hits. So
it does oh gosh, only four slashing damage and you
take one cold damage because it does two mara as
the zombie comes after you. That is a hit.
Speaker 2: What is the number?
Speaker 1: The number is a twenty three. Never mind, you take
five slashing damage and one cold damage and then it
strikes again. Ooh, that's a hit. That's a twenty four
and you take six slashing damage and one cold damage
from that one.
Speaker 2: Yikes.
Speaker 1: Okay, it is now top of the round with dravin.
Speaker 4: All right, I'm this guy again. Oh and since I'm
not moving, I'll give myself advantage. Yes, oh I know
what I should have done that last turn?
Speaker 1: Yeah you moved last turn.
Speaker 4: Oh yeah, it's right, I wrapped around way. So yeah,
it's not a crazy sounds eighty nine plus four so
thirteen thirteen slash and you know what, let's do a
whales from the grave on that one.
Speaker 1: All right?
Speaker 4: So yeah, so this this is a necrotic damage. I
guess we'll see if it does anything. It's three necrotic
damage to both of.
Speaker 1: Them, all right, it does not seem to affect them.
Speaker 4: Okay, okay, second attack, Yeah, yeah, twenty one.
Speaker 1: By the way, it's blooded now, okay?
Speaker 4: Five damage?
Speaker 1: Five damage? Okay, and what do you do? Your friends
are getting hit a lot.
Speaker 3: I am going to descend down, charge the man.
Speaker 2: Charge of the jack because my boats don't charges the
charger feet. My boots engage you jump away. I thought
it was a boot thing.
Speaker 3: It's just my charger feet.
Speaker 2: I'm also going to use propelled strike on this. Oh yeah, critical.
Speaker 4: Charge and propel. Then it worked, it did.
Speaker 1: So what happens to him?
Speaker 2: A lot of damage?
Speaker 4: Yeah? Good, I need.
Speaker 2: So yeah? Forty eight?
Speaker 4: Oh my gosh, number ones?
Speaker 2: Do you have that? Do you have hero How does
your heroic inspiration? Twelve? I have not?
Speaker 3: Twelve plus street's so fifteen piercing damage.
Speaker 1: Fifteen piercing damage. All right, he is bloodied, by the way.
Speaker 3: Okay, and then I am going to attack him again.
Speaker 2: No, I'm going to use my heroic inspiration.
Speaker 1: Yeah, good idea, all right, use a legendary action. He
got a nineteen what's your what's your?
Speaker 2: What's wait?
Speaker 4: Wait?
Speaker 2: Pas fourteen? See that happen.
Speaker 1: So what he does is one of his arms goes
out and it wraps around you and constricts you. You
are now yep, you are restrained and uh yeah, you're moving,
so you're grappled and restrained. And what happens is it's
a d C fifteen decks strength athletics or a straight
deck save to get.
Speaker 3: Out, all right, Like I can enjoy that right now.
Speaker 1: We're on turn, on your turn, okay, okay, I'm not grappled.
M h oh. And I also gotta do something here, okay,
all right? So, uh that is a twenty that hits
three damage. Okay, that hits as well one damage. That's
a nineteen two damage, So that's three and then twenty
Oh my gosh, so oh ive damage. He's got one
more six damage.
Speaker 2: So seventeen damage, yep, yep.
Speaker 1: So what it is is he just grabs onto you
and he just starts tearing into you. How are you
just like, I'm sick of you and all of your
all of the things you've done, all the travel you've
caused me. And it is now.
Speaker 3: Georgie's turn, all right, Georgie, Yeah, Georgie's gonna fly over.
Speaker 1: And oh, I forgot to mention one other thing. The
last thing he does on his turn as his interaction
is he reaches out and he pulls one of the
levers on the ship.
Speaker 2: Stop it.
Speaker 1: There's a lurching sound or lurching feeling, and the ship
begins to rise. He's doing their sweet Okay, he is
holding you can yep.
Speaker 3: Georgie is gonna go over to the no, the mechanical.
Speaker 4: Can he make it there?
Speaker 13: Five ten fifteen, twenty twenty five thirty yep? Okay, I
call interference from the pencil.
Speaker 2: Missed tragedy.
Speaker 1: Okay, other Georgie is dead, your.
Speaker 2: Turn, okay, useless. I go back to dissonant whispers on them.
Speaker 1: Okay, all right, he's got to do a wisdom save.
Speaker 2: Yeah, and I'm doing this as a third level spell.
Speaker 1: You got a fourteen you're kidding me?
Speaker 2: Okay, half as much?
Speaker 4: Okay, it still takes half. That's good.
Speaker 2: Five So he still takes.
Speaker 1: Night.
Speaker 2: So does it round up or down? Well?
Speaker 4: Down?
Speaker 2: Yeah, that's night? No?
Speaker 1: Wait? Yeah we got six yeah, yeah, okay half of
nineteen half of nineteen thirty nine. He takes nine damage
and that petcil again.
Speaker 3: Yeah all right, and.
Speaker 2: A little.
Speaker 4: A little produced flame.
Speaker 2: A little produced flame at him again. Okay, Like these
these dudes are right next to me, but I don't
care until uh twenty one.
Speaker 1: Twenty one hits.
Speaker 4: When damage jaos.
Speaker 2: Alright, so this is this is this is full anger.
This is like I cast that I failed, and I'm like,
what do you mean? Because he's like full forces and throw.
Speaker 1: You hit it right the face. I like it, all.
Speaker 2: Right, and for doing that, depend I'm also angry about.
Speaker 1: That the the ice zombies go now driving uh oh,
that is a fourteen no purse. You are so hard
to hit missus again, he's only sixteen. I can't ever
hit you. Oh you me if you take what's what
is it? Fifteen?
Speaker 2: I'm a I'm gonna. I'm gonna because I never did.
I'm gonna try my cutting words.
Speaker 1: Okay, just mark.
Speaker 2: What is cutting words? Does I mean I insult him?
Speaker 4: And it basically means you try to derail the enemy
in some way, ausing like inter experience with their attacks,
so it could be whatever you want, right.
Speaker 2: On, okay, and I.
Speaker 1: Get to try and reduce that attack role.
Speaker 4: Yeah right, yes, oh yeah.
Speaker 2: He does not hit me.
Speaker 1: Okay, but he attacks again.
Speaker 4: Just make sure you mark off a use of the bard.
Speaker 1: It's only it's only a ten. On the next attack
he misses, all right, it is drivings.
Speaker 4: Turn Okay, I'm seriously debating whether I should just go
attack the crooked man at this point.
Speaker 1: I would say that the airship is thirty feet off
the ground at this point.
Speaker 4: Okay, I'm gonna disengage. Is my bonus.
Speaker 2: I just don't want him to throw heen.
Speaker 4: Yeah, and I'm going to hop over here.
Speaker 2: Oh that's true.
Speaker 4: Yeah, you're the best person to get tossed off.
Speaker 1: That is true.
Speaker 4: Yeah. So I'm just gonna duck out of the way
of these guys and kind of like quickly dash over
and around Pen who's wrapped up, and we're just going
with the scimitars at his strike.
Speaker 2: Did they get the opportunity at time?
Speaker 4: No, because I'm gonna use my bonus action that disengaged.
I can do that. That's all good. Yeah, I mean
mechanically I can't actually do it, but like for the flavor,
I'm going to be trying to like cut the arm
off that's drapping Pen. Okay, okay, yes, No, what is
that twelve?
Speaker 1: That does not hit?
Speaker 4: So second attack off his armor?
Speaker 2: We haven't lessened his armor enough?
Speaker 4: Eighteen?
Speaker 2: Is it not dropping this time?
Speaker 1: Dropping? This time? Eighteen? You hit.
Speaker 4: A one damage, don't you?
Speaker 1: But I get sneakdak, so that's one damage plus plus
eleven twelve damage. Okay, so yeah, hit him. You stole
my pencil again, you.
Speaker 4: Know what you know what I mean damage? I mean
you whales from the grave as well. I won't bother
rolling for the ice zombies, but I will roll two
more for him. So as I do, hit him sort
of like a ghostly apparition, just like whales through him
and like right right through his person. So five more,
five more.
Speaker 1: So that means he took more than fifteen damage on
his turn. He drops you.
Speaker 2: Nice like he is down or he'll drops you.
Speaker 1: But he's going to use the legendary action to attack Draven.
Speaker 12: Now that is.
Speaker 1: Sounds like it's so thirteen. Oh yeah, so he misses.
It is now penns turn.
Speaker 2: All right, I'm so he's going to go after him
with the rapiers.
Speaker 1: She's just missing, missing, he's flustered. She's picking the rappier
up seven plus twelfth. Nope, legendary action. He's going to
attack you again. Oh he got a eighteen that hit
you are constricted again.
Speaker 4: Yep, oh my god, yess it was so short lived.
Speaker 1: Now it's his turn.
Speaker 2: And this is where I die.
Speaker 4: Yes, it is probably where you go down unless Ryan
rolls back.
Speaker 1: So that is no. He twenty something. So that is
a four damage. How much health have you got?
Speaker 4: Not much?
Speaker 2: Yeap?
Speaker 1: How much.
Speaker 2: After the four damage?
Speaker 1: The eight eight, sixteen? The hits four more damage? Twenty
five one damage? Were your three three health left? That
is a seventeen My hits four more damage and that
was four attacks, so sixteen plus. Yet he hits well
and you give one more damage, you're down one saving throw. Rude,
it is now help Georgie's turn.
Speaker 3: Georgie is going to blast this crooked man in the face.
Speaker 2: Yeah, that's right, Georgie.
Speaker 1: He's torn into Penn again. He's sick of her.
Speaker 3: Ah, poor damage, poor damage.
Speaker 2: Okay, So when you're sorry, when you're down to that point,
were you like throwing saving throws? Can you be healed
or yeah?
Speaker 1: You you don't heal her?
Speaker 3: She could die and very easily because every time you
get hit it's a failure.
Speaker 4: And he hits and a lot, and the crooked man
would hit her unconscious body just to kill her.
Speaker 1: He's smart enough to do that.
Speaker 2: That's so freaking yeah, it is. So heal me, please,
So making her stable.
Speaker 1: Wouldn't she wouldn't say you need to heal her.
Speaker 4: That is what you need to be the thing to do.
Speaker 1: Oh, I'm sorry, it is Georgie went. It is your turn.
Speaker 2: It's my turn. Oh yay, I'm not going to speaking
of hope because that doesn't actually heal you right now,
So instead going to forty eight plus two is probably
good enough. Yeah. Sure, that's definitely a good story.
Speaker 4: You've got the better now that one is touch so
you're gonna have to go over to her.
Speaker 2: Oh and I get attacked, but it's kind of it's
worth it.
Speaker 1: Critical hit.
Speaker 2: What does that mean?
Speaker 1: It just means it's double thing double all the natural
twenty is what it means.
Speaker 4: That's so same thing we get to do when we
roll actual twenty.
Speaker 2: So it is my turn. Can I use my next
cutting words? Or does I have to wait till act?
Speaker 1: That's a reaction? Right? You can cutting words?
Speaker 2: Can I undo a credit? Criit with that or does it?
Speaker 1: You can use it on the damage though, okay, yeah,
you use it on the damage, okay, because he is
doing thirteen damage to you. Yeah, it's slashing plus one
ice damage.
Speaker 2: Yeah, I'm gonna fourty Yeah, reduce that.
Speaker 1: Oh so you take twelve downs they reduced it by two.
Well you reduced it by two.
Speaker 4: The reduced it.
Speaker 1: Okay, okay, now you're gonna heal ten.
Speaker 4: Only. That's excellent.
Speaker 2: Twenty five right, yeap twenty five, twenty five health.
Speaker 4: Back twenty three three plus two.
Speaker 1: Sorry we worn't out the close two wowsers.
Speaker 4: Okay, that's excellent.
Speaker 1: That is really good. What level was that?
Speaker 2: Second level?
Speaker 1: Okay? Second level? I can be more vicious with my monsters, right,
I still.
Speaker 2: Have a bonus action, though, which the only bonus action
I can do is cast a little at what.
Speaker 1: Good man? Yeah?
Speaker 4: Go ahead, yeah, focusing on this guy now, yeah.
Speaker 2: Just get him out of the way.
Speaker 1: Fifteen fifteen?
Speaker 2: Yeah?
Speaker 1: Is that all you got? You miss?
Speaker 4: Okay?
Speaker 1: And it is now the zombies turn?
Speaker 2: Wait wait is this a ten? Do I knock it?
Or was that it was a Okay?
Speaker 1: The zombies one's going the skeleton, one's going to march
up to Georgie, and the other one is going to
march up to Mara and Georgie.
Speaker 4: He didn't make it, so.
Speaker 2: Actually he just.
Speaker 1: Tries seven and a thirteen to hit Georgie.
Speaker 2: The seven does not hit the thirteen.
Speaker 1: Will Georgie takes he takes four slashing damage and one
two cold damage.
Speaker 2: Actually, Georgie is down.
Speaker 1: Georgie is George and then Mara. Thanks, that's nineteen, thank you.
That is eight slashing damage and one cold damage. Is
what you'll take.
Speaker 2: I'm I'm down.
Speaker 1: It's going to strike at you and it hits you.
You lose one saving throw.
Speaker 8: Okay, Emma, is this where I die?
Speaker 1: It's ravens term.
Speaker 4: Well, I can't help you with the healing situation.
Speaker 1: So you have vitality serum pin, I don't. Yeah, what's
you're gonna do? Driving?
Speaker 4: I think I just need to keep going after the
creaking man he's killing. We're getting the advantage here. Use
both nines. Yes they are mine. Yeah it is uh
it's sixteen. That hits okay, good, so we're getting our sneak.
Not great. So that's eight five is thirteen damage.
Speaker 1: Thirteen damage, thirteen damage.
Speaker 4: Huh, yeah, you know what, Let's use the whales from
the grave. Just trying to do every bit of damage
I plan to him.
Speaker 1: So seven more, seven more. He's not looking hot.
Speaker 4: That was a necronic damage. I should say that out, okait,
So second attack we'll use the.
Speaker 1: Yeah, well you're sixty feet off the ground at this point.
Speaker 4: Okay, that's gonna hit. That's a twenty.
Speaker 1: Five twenty five hits.
Speaker 4: Two more damage.
Speaker 1: You take him out.
Speaker 2: Oh thank goodness, that's right there.
Speaker 1: So you drive it your scimitar into him. How do
you do it?
Speaker 4: I want to behead him.
Speaker 1: Okay, yes, you just swing.
Speaker 4: I just cut his head off. I'm just mad you do.
Speaker 1: And what you do is you cut, you sever the
head from the organs on the inside.
Speaker 10: Good, and he drops like he's gone going going anywhere
this time.
Speaker 1: Okay, all right, Penn, it's your turn.
Speaker 3: All right, I'm going to turn around tomorrow and drop
a vitality zerum on her ciboku.
Speaker 2: It is nine health back, Oh god.
Speaker 4: Is good as before then, if you just put health
in it, we'll get rid of the Mara's.
Speaker 2: Now it's my turn.
Speaker 1: It is your turn in your back up.
Speaker 2: Amazing. I want to heal myself a little bit more. Okay,
I can do that, right, you can?
Speaker 1: Yeah, you can hear yourself.
Speaker 2: I am just gonna okay, So she you know, drops
this here and mom like, oh goodness, and I immediately
cast on myself just the first level one, so it's
only two still two. Oh, shoot, it's only six back
better than nothing. And I shoot allow a flame flame
at that dude right next to me.
Speaker 1: Okay, Now is that a disadvantage because it's a range
spell attack. It's it's range spell attacks, so you roll
it disadvantage because it's right next to you, arranged, So
roll two, dice take the lower number.
Speaker 2: Okay, please both be good. Oh eight.
Speaker 1: Eight? Oh, that does not hit. Okay. It is now
their turn. They're gonna return fire. Penn. Yeah, hits. You
take ten slashing damage, one cold damage.
Speaker 2: I don't know they could do that much.
Speaker 1: Hits again. I've been rolling low and this one just
rolled high and you take four slashing damage and one
cold damage.
Speaker 2: I'll tell that, so sixteen.
Speaker 1: In total, okay, and then more. Oh it only got Nope,
that misses. That's a nine. It hits you the second
time though, mm that is seven slashing damage and one
cold damage that you'll take. Okay, okay, So they're still
wailing on you following their last command. It is Draven's turn.
Speaker 4: Okay. I'm circling around here. So just immediately after taking
the Crooked Man down, I spin round fly back and
start going after this guy. So, uh, let's use this
one scimitar attack with sneak attacks. Heck yeah, in a
while we had one of those.
Speaker 2: How many dis does that get you?
Speaker 4: I think it's eight?
Speaker 2: Yeah?
Speaker 4: Yeah, So let's roll. Okay, let's just roll the normal
damage first, so that's seven plus four seven eleven, and
then we will do those three and those three and
this is like the worst possible yeah, so a ten?
Speaker 1: Yeah, it was eleven plus ten yeah, okay, so twenty
one pcil please yep? Twenty one all right, so that
puts it.
Speaker 4: That was only one to tame too.
Speaker 1: Okay, so you shatter the ice body and the second
you do that, a ghost comes flying out of it.
Speaker 2: Are you kidding me? He's not kidding, because we're forgot
about that.
Speaker 1: Okay, wailing and screaming. However, the extra damage you do
does carry over, okay, okay, so let's see what is
you You did? How much twenty one damage?
Speaker 4: I think it was twenty one?
Speaker 1: Yes, so let's see what's golly, I gotta do my
math funny.
Speaker 2: Here can we see these ghosts? They revealing them.
Speaker 1: Success, they're in full attack mode. So yes, uh, thirty
what's forty five minus thirty eight seven seven yeah, okay,
so excuse me. Seven damage goes onto the ghost. Okay,
all right, good to know. All right. Second is now
your turn.
Speaker 4: Yeah it's twenty three that'll hit so no, no, no kidding.
Four damage on that one.
Speaker 1: Four more damage. Okay, all right, very good. It is
now Penn's turn.
Speaker 2: Yep. Pen is going to come fight this one.
Speaker 1: Okay the ghost.
Speaker 2: Yeah, that is that one right next.
Speaker 1: To Yes, never mind, I can see the squares.
Speaker 2: I will.
Speaker 4: That's the square.
Speaker 3: Actually, I'll loop around it to this side so it
doesn't I don't disengage, but I want.
Speaker 2: To fight this here, yep. And then my charger was
going to trigger on that.
Speaker 1: Uh sixteen sixteen yeah that hits good? Oh my god,
terrible damage. Okay. What's the damage? Five five damage? Okay,
it's bloodied.
Speaker 2: Yeah, I'll attack it again, okay, okay, fifteen.
Speaker 1: Fifteen hits.
Speaker 2: Ten damage.
Speaker 1: Okay, you destroy the ghost it dissipates. Good, okay, very good,
All right, your turn.
Speaker 2: Mara cast A snow whispers at the highest level. Okay,
uh thought, okay, wisdom, wisdom save of thirteen Please don't.
Speaker 1: Eighteen a what kind of damage?
Speaker 2: Is it cake damage?
Speaker 1: Okay? All right?
Speaker 2: Nice? That is nineteen so nine damage eight damage?
Speaker 1: No, nineteen eighteen nine nine damage? Oh yeah, okay, it's turn.
It's going to strike it.
Speaker 2: Wait wait wait, I still can cast alone. Go ahead,
but I've never successfully hit them with But whatever? Uh?
Speaker 1: Fifteen fifteen does hit?
Speaker 2: Nice, says there ice? Does it do like extra damage
or anything?
Speaker 1: What is it that you're using? Produce sign it's vulnerable
to this type of damage?
Speaker 2: What does that mean?
Speaker 4: Roll and your damage?
Speaker 1: Oh? What'd you wrong? Twelve twelve So that's twenty four damage?
Speaker 2: Sick?
Speaker 1: So yeah, okay, so you hit it and it melts
into its it's icy structure. Better, yes, and it's going
to attack you now, missing me. You're right next to it.
Seventeen on the next.
Speaker 2: One that does hit.
Speaker 1: Okay, that is five slashing damage and one cold damage.
All right, you're still up, You're still up.
Speaker 2: I'm not down yet.
Speaker 1: Yeah, these these cold zombies aren't anything to sniff.
Speaker 8: At, esquecially, considering it still has another form before.
Speaker 2: We actually kill it with my last dying take it
down four that's pretty sick.
Speaker 4: With a bonus at.
Speaker 2: So thirty three mats so six damage, Kate, and again
eighteen h.
Speaker 1: Five damage, so eleven damage total. Okay, all right, it's
now droppingstern.
Speaker 4: All right, quickly figure out quick leap forward. We're just
going down with the double scimitar slash your signature finishing move. Yeah, well,
hopefully it'll be.
Speaker 1: That's fourteen that does not hit.
Speaker 4: Okay, second one.
Speaker 13: Eighteen eighteen hits okay, good, we get our sneak then yep.
Speaker 4: Ups okay, so eight nine twelve damage.
Speaker 1: Twelve damage okay, alright, so replace that with a.
Speaker 4: Ghost Oh nice?
Speaker 1: Okay, so icy guy down destroyed the Icy guy. Okay,
Mar it's your turn.
Speaker 2: I am going to cast a second level dissonant whispers.
So wisdom save.
Speaker 1: Thirteen, wisdom save eighteen.
Speaker 2: Are you kidding me? It still does eight.
Speaker 1: Damage, eight damage okay, good good, all.
Speaker 2: Right, and a little a little.
Speaker 1: Produced blame. Okay.
Speaker 2: Yeah, So I actually don't know what dissinet whispers looks
like when I cast it, but I'm angry with these things.
So all of this is done with extreme anger. I'm
like glaring at me as I try to make it
afraid of me, and then I only rolled eight fourteen
missus y, I'm so angry, I can't see to go.
Speaker 1: You gotta turn out a turn. Uh, it's going to
strike pen.
Speaker 2: Right next to it.
Speaker 1: It got us seventeen to hit you. That hits, all right,
take night, pen, Uh six necrotic damage. I'm down, and
your hit point maximum is reduced by.
Speaker 2: That by six.
Speaker 6: Oh that's terrible.
Speaker 1: Okay. It is now Draven's.
Speaker 2: Turn like down like no hawfu?
Speaker 4: Yeah, okay, Well I'm gonna give myself advantage by not moving. Yep.
That hits. Okay, and I get sneak because I gave
myself a dance.
Speaker 1: Yeah.
Speaker 4: Oh that's quite good. So seventeen plus four is twenty.
Speaker 1: One twenty one, so it takes only ten damage from
your slash, but that's enough to dissipate it. Congratulations, it's gone.
Speaker 4: And now we're floating up in the air. The only
person that knows how to help us is unconscious.
Speaker 2: Yeah, so I have one spell unconscious? Oh yeah, I
am unconscious.
Speaker 1: Yeah, so you're going to cast a healing spell on her?
Speaker 2: Yeah, it is only two D eight plus two that
it is eight health back to you.
Speaker 1: That helps, And so pen is back up and we
will end there for tonight.
Speaker 2: All right. I cast it, but take it away like
you gotta.
Speaker 1: Find We're probably you're probably like, what one hundred and
twenty feet in the air at this point?
Speaker 4: Yeah, how many people do you think there are below deck?
Speaker 2: Did the thing even get a chance to refuel? No,
we're just going to bring up to get back down
a refuel.
Speaker 1: Thank you everyone for joining us in the part that fail.
We'll see you next week where they may crash and
burn before we go. A couple ending announcements.
Speaker 3: Yes, these lovely character minis were designed using a designed
designed using hero Forge but printed with Banana for Scale
three D printing services. And you can use our code
mind Plate twenty for twenty percent off your first order
with them until the.
Speaker 2: End of twenty twenty four twenty five five five.
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Speaker 1: Yes, and if.
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