Speaker 1: In a secluded world where magic and industry compete. The
veil between life and death grows thin. A cold wind
whisper 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, and welcome to the Parted
Veil in Edenclave adventure put on by Twilight Enigma. I
am Ryan Lang, also known as the Mind Player, and
I'll be acting as DM and I am joined by.
Speaker 2: I'm Cassie Lang playing Penelope Waters, a human Aquiem Architect.
Speaker 3: And I'm Tim. I'm playing Dravin Rockfist, who is a
Dwarf rogue Phantom rogue.
Speaker 4: Specifically, and I'm Cameron and I'm playing amar Al Glendel,
who is a elf half out bard.
Speaker 1: Now, the Aquium Architect is a class that we have
created specifically for this adventure. I should say that Tim
took point on that and actually did most of the work.
But yeah, with a little input from myself and even
Cassie here. But yeah, this is our weekly game in
our own adventure that we've been working on for nearly
a year. Just about yeah, and just a few things
to state before we get going. The music we use
is by Carl Casey and you can find him at
white Bat Audio. So that's white as in the color
bat as in the Animal audio. So yeah, without any
further ado, I think we'll jump right on in and
get going. The halting. The halting, or also known as
the border of the world, is as far as the
world goes. There's nothing beyond it, nothing that anyone has
ever known, and there's nothing ever to know, because that's
the end. Anyone who has ever attempted to cross or
pass the halting finds themselves walking and feeling like they're
going forward, that they're going through and they're making progress.
But then pretty soon they notice, oh, I've passed this
rock before, or I've passed this tree before, and when
they turn around, they realize they have made no progress whatsoever.
Many attempts have been made to pass through the halting,
none have ever been successful, and so everyone just accepts
that it is the end of the world. It is
the end of all there is, and there's nothing beyond that.
We start today with Penelope. Penelope, you find yourself on
a boat, a sailing ship. It's passing out on the
West Sea. It's going towards the halting. You sail, and
you sail as fast and as fiercely as you can.
As you approach the halting, a great storm arises. The
wind begins to blow, the waves begin to crash against
the ship, but you continue forward. Soon there is lightning.
This lightning crashes off in the distance, and you hope
and pray that it doesn't come near your ship. However,
within a moment's notice, as soon as that thought ends,
lightning strikes your ship and you find yourself blasted from it.
You plunge into the icy waters below. And then you
awake on an inn on the road back to home
or too dark room detective's office. Water is leaking from
the ceiling. It's landing on your face, which is now
cold and wet, and you can tell that it's gloomy outside.
There's a thunderstorm, and it's perhaps just before dawn.
Speaker 2: Okay, I think I would probably wake up like.
Speaker 1: That.
Speaker 5: Yeah, the kind of nightmare would hit me hard. So, yeah,
I awake in.
Speaker 2: My bed and I realize I'm breathing really loudly, and
then I try not to because I don't want to
wake those around me, So I'm stifling that.
Speaker 4: And what time is it?
Speaker 1: Is it?
Speaker 6: Like?
Speaker 4: Should I go back to bed or is it morning?
Speaker 1: Morning? Well, it would be near the crack of dawn.
You can see the light. It's a gloomy day, but
you can tell just from the haze that light is
just barely cresting the horizon.
Speaker 2: I'm gonna lay back down and pretend to be asleep,
but I won't be going back to sleep.
Speaker 1: Okay, all right, And doesn't take you long to notice
that you're not the only one who's awake in the room,
as Mara is. Probably what what would you be doing
sitting in bed?
Speaker 4: Probably? Yeah, probably have a book out. Since I have
dark vision as well, I'm just reading it in dim
light and studying all it can.
Speaker 3: Yeah, okay, cool beans.
Speaker 4: What kind of booth are you reading? I like to
study a lot of like magic and history.
Speaker 2: Interesting okay, and you kind of crack an eye open.
I'll just watch Mara for a little bit, but I'm
still contending.
Speaker 4: To be asleep.
Speaker 1: Make a perception check.
Speaker 5: Perception check, yes, where over there?
Speaker 1: It's a rather arbitrary check. You probably didn't need to
roll it, but I want to get some dice rolling
right away. Seventeen so it doesn't take you long to
notice that Dravin is not in the room.
Speaker 4: I'm gonna ask Ma about that.
Speaker 1: You would know that draft early in the morning, very early.
Speaker 4: Do I know why he left?
Speaker 1: Would she know?
Speaker 3: Drafn?
Speaker 4: No, I'm not sure where he is at the moment.
He's not here. I saw him leave. But is it
normal for him to get up this early? Not usually?
Is it normal for you to get up this early? Yeah,
I guess you're an elf? Yeah? Okay? Did he say
if he's coming back? He didn't really say anything. I'm
gonna go make some breakfast.
Speaker 2: I think I'm done sleeping for the night, okay, and
I will get up and start putting together some sort
of breakfast. I'm gonna prepare enough for driving to I'm
assuming he's coming back, hoping he's coming back.
Speaker 1: Surprised to explain a new character.
Speaker 4: Our room have a kitchen net, but we live there
we're not your house.
Speaker 1: Yeah, so I forgot. You're not not quite at kiln
crop yet to know.
Speaker 4: So I can pull some rations out of a bag
without a kitchen.
Speaker 3: It okay, delicious.
Speaker 1: Let's just start preparing it, okay, all right, So that's
what you begin doing. As the sun begins to rise,
people begin to go about their day and take it
from there.
Speaker 3: Where do you go? Oh? Do I come back to
the group?
Speaker 1: Sure? Okay, should you desire yeah, yeah.
Speaker 3: I'll come back shortly after you start putting breakfast together.
I'll say welcome back. Thank He looks like you're both up.
We should get going. Get on the road right away.
Speaker 4: Seem in a rash. Do you want to enjoy some
breakfast first? I pulled some rations out of a bag.
Speaker 3: I'll eat something on the road. That's okay, don't worry
about me.
Speaker 4: You okay, they're driving.
Speaker 3: I just want to get back to time in that toll.
Speaker 4: Where'd you go this morning?
Speaker 3: Just out? You need to go for a walk, Kate?
Speaker 4: All right, I feel like I'm just looking at you
across the road.
Speaker 3: It's fair enough, like Mara would be used to me,
just like I just know not Yeah, it's.
Speaker 1: A little quiet and touchy sometimes.
Speaker 2: Yeah, Kate, I will take Mara's signals and I will
my lips.
Speaker 1: Okay, all right, So I suppose you get on the
road yep, fairly quickly, all right. Uh so you've already
traveled at this point one day back towards Kilmcroft, and
it's another day's journey. Now all the MIC's gonna pick
that up. Excuse me anyways?
Speaker 6: Uh?
Speaker 1: Anyways, So you you make it back to Kilmcroft towards
the end of the day, it's probably close to six
in the evening, and it's just normal old calcraft. Your
your office is just as it always has been. Nobody's
you know, busted into it or anything while you're gone. Uh.
And is there anything you do in particular at the
end of the day.
Speaker 2: I'll begging back home, kind of unpacking my bag and
suttle back in.
Speaker 3: Yeah, when we get there, I'm just going to say tomorrow, Matra,
let's leave the shop open a little bit late tonight, okay,
just in case?
Speaker 1: Sure, okay, all right, So is there anything you do
else you do in the evening or is that that
kind of it? Just leave it late. You're working over at.
Speaker 4: The front of the shop. With another one of my books.
Speaker 3: I'll just hang out in my office. He's checking to
the front every now and again.
Speaker 4: Openly. I kind of want to hover around the front.
Speaker 2: Of this place as well, because I'm wondering what he's anticipating.
Speaker 4: Okay, me too, and I just don't even question it.
I just trust Dravins.
Speaker 1: This is this is in Kiln Croft. Okay. Well, just
as you're about ready to close up the shop, a
man approaches the door. He's wearing just a long black coat.
He's wearing a black hat, and he's got his his
his collar pulled up against the cold. And he comes
up and racks on the door really quickly. You could
see he essentially, you see him comed as you're like
going to lock the door, and he's like, you know,
hurries up to the door and he knocks.
Speaker 4: I opened the door. I assume that this is who
driven anticipated.
Speaker 1: He removes his hat and he says, excuse me, is
this dark room detectives?
Speaker 3: It is? Yeah?
Speaker 4: How can we help you?
Speaker 1: Oh? Well, my name is Boris Blakely, ma'am, and well
I believe I could use your help. We have a
case that we would like you to take, and I
we need somebody as soon as possible, of course.
Speaker 4: Yeah, can I get some more information coming.
Speaker 1: Well, it's for a shipping company out in Lockwood. Okay,
Now I believe you've been there before.
Speaker 4: We sure have.
Speaker 1: Yeah.
Speaker 4: Is that how you've heard of us?
Speaker 1: Well, what happened is we we originally were looking at
another group called Poulter Gone to take the case, but.
Speaker 4: I think he came to us.
Speaker 1: Well, apparently they've been given the case of solving whatever
that green flash was weeks and weeks ago, and they've
been off for the line couple of weeks doing that.
Speaker 3: You just hear a desk slam, well, and he will
will sort of filter out after that.
Speaker 1: But but I must say you came highly rated. I
ran into somebody else that you had helped in Lockwood,
and and well they suggested that you were just as capable,
and that well I'm glad to hear it. Well, we
have a situation at our at our shipping company. See
in the warehouse, we had an individual go missing, and
very soon another individual did. And then when the third
and fourth went missing, we discovered we had some sort
of creature attacking and and we believe it to be
of the undead sort now I believe that's something that
you guys deal with on a regular basis, and we're
very much out of our element and we could use
some help eliminating it.
Speaker 4: Yeah, do you have a description? Did you see this creature?
Speaker 1: I did not. The first hand accounts were that it's
it's rather human, but it had long arms and long fingers,
and that's that's really all I got. The foreman would
know so much more at the office.
Speaker 3: And why do you think it's undead.
Speaker 1: Rotting flesh. That's a good reason to foul stench, right,
and well there's more, but it's best described or best seen.
Speaker 3: And what you prepare to pay.
Speaker 1: Well, the company is depending on the service you give us.
But should you dispatch it in a timely manner? We
are willing to front the fee to get you out
there and back, and we could get each of you
twenty five gold. We'll take the job, all right, thank you.
We should maybe best set out in the morning. I
have a hotel down the street.
Speaker 3: Ay, that'd be fine. We could meet you there if
that's all right.
Speaker 1: Oh, absolutely, thank you. It's at the Wooden Lion down
the way.
Speaker 3: Wooden Lion, I know the place. First thing in the morning. Yes, right, yes, perfect,
We'll see you then.
Speaker 1: Thank you, and with that he leaves.
Speaker 3: Back to back work. I knew I had a good feeling.
Speaker 4: I will start packing my bag. I just unpacked.
Speaker 1: Okay.
Speaker 2: I don't have a lot of belongings, so it's easy
to grab it all.
Speaker 1: All right, all right, is there anything any of you
do the night before you set off again?
Speaker 4: I imagine I would skim through my books and see
if I've ever seen record of a creature that matches
that description. Yeah, so have I ever read are like that?
Speaker 1: So give me a This would be an investigation checks yep,
D twenty and then add your you should have an
investigation modifier.
Speaker 4: I'm blanking on plus four, so.
Speaker 1: Fourteen fourteen okay. So what you would find is there
have been numerous accounts of undead throughout history, and and
there are many different types of it undead. However, they
always tend to take the shape of whatever they were
in life. Right, So an alf would look very alpish, right,
if you had an undead sea lion, well you got
an undead sea lion, right. But there's so due to
the various amount of fauna that exist within the world,
it could be any number of things, right, So I
will say that you do know that the accounts of
undead are all very old, that any accounts of undead
in this area of the world haven't happened for many, many,
many years, and that most accounts stem from the border
of the dead Lands, the dead Lands being the far
southern tip of the world where the lich King lives
and no living dare enter. So okay, and those lands
are guarded by both the dwarf and nation nation of Krim,
as well as the Stellanobus, the Paladins and the Orcs
who inhabit the southernmost portion of the world. So you
you happen to have your map there, so if anyone
wants to take a look, it's it's right there. M okay. Yeah,
so many many Paladins have a traveling tale of various undead,
but not in Lockwood. So okay, you go ahead.
Speaker 2: During this night, I'm going to kind of sneak off
to my room, just find a little quiet spot alone,
and I want to pull out my bag of like
notes that I just shoved in there when I was
leaving my workshop, and I'm just kind of flipping through
those again.
Speaker 1: Yeah, anything in particular, or just going through them looking
for something.
Speaker 2: I'm looking at the note that Isaac was preparing for
his experiment right before he passed away.
Speaker 1: Okay, yeah, okay, makes sense.
Speaker 4: The lightning strike in my dream.
Speaker 1: We would say that, go ahead and give me an investigation.
Check in there. Fifteen fifteen, Oh, very good. You find
in a small little area there's some paper that's been
folded up, some notes that must have passed over your
eye the last time you looked, And by folding the
paper down, he talks about how he feels the greatest
location to perform such an experiment would be in the
north of them rally. He believes that there's more option
for it to be successful, and he believes things are
thinnest there.
Speaker 4: Okay, how far is that from here? Is that where
he went when he like? Did he go there?
Speaker 1: Or was he he? He would have been closer by
doing a trial.
Speaker 2: Run probably Okay, so he never got to the.
Speaker 5: Final point before the lightning golden Okay.
Speaker 4: Thank god, I will quietly take those away.
Speaker 2: And hope that nobody saw me looking at them.
Speaker 1: Okay, all right, wink wink hit so yeah, yeah, okay,
So the next morning, as you arrive, Boris Blakely. He
he has a coach ready, he says, we're going to
take the sea to get to where where we're going.
I find that the roads throughout the land of and
darcis to be not as well kept as they should be.
We'll just head a small stint south to Stella, to
capital city in Stellanobus, and from there we'll take a
ferry up river and then off to Lockwood. All right, mhm,
it's it's a bit of a journey, but you'll find
it goes quicker than traveling on land.
Speaker 3: Where on the mankas Lockwood?
Speaker 4: Okay, on here, I'm up here, and I'm excited because
I've never been to Steleonobus before.
Speaker 1: Yes, yes, Stella nobis the the nation of knights and
glory and passion and gold and silver. Stellanobus is known
as a country that is patriotic to the nines, right
like that's that's their whole stick, they it is. It
is common for the common handmaiden to have wielded a
sword in Stellanovus and to be trained, and so you
just don't pick fights with people there the night. It
is the greatest honor in Stelenobis is to become a knight,
and then once you've become a knight, to go out
throughout the land and to do knightly deeds, hopefully to
do one great enough that when you return the king
himself he gives you the status of a paladin. And
to do that you have to prove that you have
some some favor with the gods of the world and
they will actually grant you divine power. But it is hard,
and obviously you have to live by your tenants or
you begin to lose your power. But if ever you
need you need a hired hand that has experienced. Steleanobas
is the place to go. Being what they are. That
is why their capital city is called capital city, as
they very well regarded as the capital of the world.
That is not recognized by other countries, but that is
how they view it. But yeah, it's it's.
Speaker 4: We have we just took a different route getting there.
We just ye went on the roads.
Speaker 1: Okay, you would have had to travel and go up
past a diamond fish lake, which is the more northern lake,
and where you're headed right now is Lake Stellina. Okay,
so it's about it.
Speaker 2: I'm so super excited to go see a new part
of the world. I've met a lot of people from
Stellanovis because they would have traveled through.
Speaker 1: Metaclaude, probably met a few nights, maybe even a paladin
or two.
Speaker 2: Yeah, yeah, and I think they're super cool, So I'm
excited to actually go see where they came from.
Speaker 1: And uh. And as you pass by, you don't go
through capital city, you go around it. But as you
pass into stellan Novius, the land is very much dominated
by planes and fields and hills, rolling hills. There's not
a lot of mountainous terrain or anything in this area.
And you can see the city from quite a distance off.
It has large walls surrounding it, and then even the
small towns tend to get bigger and more clustered together
as you approach it. But you eventually go around the
city and arrive at the port of Stellin and you
board a sailboat.
Speaker 4: Can I pause you?
Speaker 1: Yes?
Speaker 4: Is there anywhere that I like, I would have been
keeping an eye out for somewhere just tovite anything, just
to do a transaction before we leave Stellanosa.
Speaker 1: Oh okay, yes, there would be plenty of markets and
market stalls on the main roads that you travel.
Speaker 4: Okay, so could we stop on the journey, Like, I'm
just like, guys, I really just need to get a
snack stop just to do a transaction.
Speaker 1: Yeah.
Speaker 3: Absolutely, having will probably try to be like is it.
Speaker 4: It is that important? But eventually, will you really need
a snack?
Speaker 1: Boris is like trying the little They're not known as
with their their major cuisine, but they have a good,
hearty meal. When you want one, yes, I'll join you.
Speaker 7: Okay, I'd like to try some local cuisine.
Speaker 1: Is the two men wait in the vehicle.
Speaker 4: I don't take too long. I'm just in and out.
I want to do a transaction. I want to get
some change.
Speaker 1: Okay, so you meet there's somebody there. There're selling some
various things like dried fruit, you know, salted pork whatever.
But yeah, and they.
Speaker 4: How much do we spend on that?
Speaker 1: I don't know how much are you willing to spend
on that?
Speaker 4: I just I just get like a cheap snack, but
something that would definitely give me change.
Speaker 1: So it would probably give you, Like it'd be like
five copper probably for a cheap snack.
Speaker 5: Okay, how many copper and a gold.
Speaker 3: Okay, yeah, I'm pretty sure.
Speaker 1: Now I would have to double check that. Actually me
money with me and D and D is all over
the place.
Speaker 3: I'm pretty sure it's ten silver toogle and one hundred copper.
Speaker 1: Let us know how wrong we are in the yeah,
because we're definitely going to look it up in the
book and see how.
Speaker 3: Hung we are too. It's usually the type of thing
that I'm just like, oh, yeah, that's what it is.
But now that there's like a bit of pressure on,
is that actually true? Hopefully?
Speaker 4: Okay, So I got the change. I look at it,
Do I recognize it?
Speaker 1: So it is minted with the minting of Steleinobus, you know,
lots of paladins and stars and flags and the whole
the whole nine yards, But it's swords to this guy.
Exactly that kind of thing, but nothing that would catch
your eye. So okay, snack.
Speaker 4: Do I notice her examining the money?
Speaker 1: Are you stealthy about it?
Speaker 3: Am? I?
Speaker 1: I don't.
Speaker 4: I don't think like I think. I think I'm just
handed the change, and I'm just like, thank you, okay quick.
It probably wouldn't.
Speaker 1: I wouldn't find that being I look at change. When
I look at buy something from another place too, not
suspicious or even from my own country. So but uh, okay,
So you you board a ship in the river stellin
near Capital City and you end up going up river
upstream towards the Uh there's an area where all three
of the countries you can see border each other, and Darcus, Stella, Nobus,
and Krim.
Speaker 2: After that nightmare, Penelope is going to hesitate just a
moment before getting on the ship, but then she will
get on the ship.
Speaker 1: Nice. Is there anything you say as you travel upstream
as it is probably close to a three day journey upstream?
M h, it's a long time to be on a boat,
so you're not on the earth anymore, dwarf.
Speaker 4: I'm like, I would definitely chat with them about what
we're going to Like you, have either of you guys
heard anything about a creature that looks like this before?
Speaker 3: No, good question. I don't know, ll Aty.
Speaker 4: Should I roll one too or would I just not?
Speaker 1: You've probably heard a lot of stories. Yeah, I would
give you advantage.
Speaker 3: On this particular one.
Speaker 1: Okay, So apparently Travin has never run into this at
of sixteen, you you have heard plenty of you know,
stories here and there from passing travelers and stuff from
your childhood, and and there's stories of flesh eating monsters
with long fingers, but nothing that really seems to stand out.
After all, Boris didn't give you much of an explanation.
Speaker 2: I grew up in Metaclaud, so I met a wide
variety of people passing.
Speaker 4: Through, and they had plenty of stories.
Speaker 2: But I couldn't really pinpoint one that stands out as
matching this yet.
Speaker 3: Medicality. They call that the city of Wonders, don't they.
Speaker 8: Yeah, it's a pretty cool place, I guess.
Speaker 4: I mean, it's home for me. For the longest time.
Speaker 2: Until recently, it was the only place I'd ever known,
so I've never been there.
Speaker 3: Sounds interesting.
Speaker 5: Medical law is going on, that's for sure.
Speaker 1: Yes, it is the hub of technology in the world.
In fact, it borders on three nations, like the city
itself is actually into the borders of three separate nations.
And there's a great university there. In fact, the University
of Bards is there at doubles as a theater. And
also any of the new inventions tend to arrive from there,
such as the firearm that was used against you. Recently.
Speaker 2: Yeah, yeah, everybody coming into medical law. It always seems
so excited to see it. But honestly, I'm just excited
to get out. Such a beautiful world out here and
never seen it before. It just like looking around as
we sail, there's I have seen it before, but it's
been a really, really long time.
Speaker 1: Right as you pass through krim Tim, one thing you
notice is there's seems to be less settlements of port
of Late on the dwar To border, at least from
your memory. Maybe not of Late, but since you were there,
you remember that the Dwarfs had a lot of trading hubs,
a lot of places for individuals to you know, boats
passing by to sell their wares and things. However, they
all seem either closed to the public or boarded up
and off in the distance, you see the I gotta
get its name, because I yes, you see the great mountain,
Mount Efactus, although very distant, massive in size and dominating
the landscape. It stands towering above all the other mountains,
and it's capped with snow, which it's the dead of summer.
Boris catching your eye, says, oh, it always seems to
be snowing on Mount effectis lately, although I've heard that
there's even rumors of snow out in a nach Cot
of all places, think of that. How would you like
to have snow out there?
Speaker 3: It's a bit odd. What have these trading hubs down
the river been closed for long?
Speaker 1: Well, they've been closed probably for the last month or so.
Speaker 3: Do you know why?
Speaker 1: No, Dwarfs seem to uh kind of shut themselves up
to a lot of outside trade. I mean, I I
have a friend who travels there here and again, but
he says that it seems to be getting harder and
harder to get in and out of the country.
Speaker 4: Mhmm.
Speaker 3: It's strange.
Speaker 1: Oh, dwarves do. But dwarves do no offense. But the
untaken they've always you know, well you would know they
always have kept to themselves. I suppose, yes, yes, Well
I shouldn't say kept to themselves. They always have their
own ways and and uh we granted many of the
greatest things in the world have come from the dwarfs,
so very happy for those ways. But yeah, I don't
I I couldn't say walk over to the railing.
Speaker 3: And I'm just gonna stare at Mount a Factist.
Speaker 1: For a while and Boris sheepishly retires that nice Okay,
the rest of the journey is quite uneventful. It's a
pretty standard Boris makes a pool of himself multiple times throughout.
You can see why he is probably the one who
was sent to grab you guys, because probably nobody else
wanted him around. Of course, the worst, poor boris now
arriving at Lockwood. You two would have seen part of this,
but not from this angle. You you approach Lockwood from
the ocean, from the eastern Ocean, and I should say, see,
it's not big enough to be an ocean, but you
see that the port Lockwood rests on the top of
some sea cliffs about one hundred to two hundred feet high, right,
I would, yeah. And there's a switchback trail that goes
down all the way to a rocky shore where their
port is, and the waves crash up against the cliffs,
and anything that gets off of a ship is brought,
usually by wagon and beast, up those switchbacks towards the town.
Although it's not a huge town excuse me, not a
huge city, it is a major trade hub due to
various things coming from Emerald City nel Villars. It's kind
of a port of call along the way for shipping
by sea.
Speaker 9: Yeah.
Speaker 1: But Boris gets you out and he says, well, it's
a bit of a long walk to the top, but
we can probably rent ourselves a cart and get up there.
And then we need to get into this warehouse because
we've been shut down this entire time, and I bet
you they're itching to get back in business.
Speaker 3: Yeah, lead the way, okay.
Speaker 1: He brings you up the switchbacks. As you see, you
can see the coast in the ocean. Not far off
is where the halting would start in this part of
the world, and it just looks like open ocean and
sky as far as the eye can see.
Speaker 3: Now.
Speaker 1: When you arrive, he brings you to the warehouse and
he brings you in, and there is a man in
an office, but the office has been locked, and when
you knock, you hear just a second, and you hear
the clicking of various different locks and bars and metal
things moving, and then a very stressed man opens the door.
He's like, oh, Boris, it's you. Are these the detectives, Well, yes,
yes it is. Please come in, Come in, Boris. You
can go home, he says, without another word, and he
shuts the door. Right, are you dark room detectives, Yes.
Speaker 3: Sir, we are.
Speaker 2: Well.
Speaker 1: Hello I am I'm the foreman here and just a minute,
he says. As he goes through. You can see there
are multiple locks on his door. He says, I have
been here to make sure whatever is here does not
get out, but these locks are from my own safety. Yes, well,
what do you need from me?
Speaker 4: If you could give us just a detailed account of
what's happened. I mean, Boris has told us a little bit.
Speaker 1: But every other Boris wouldn't know if a brick hit
him in the face. So yes, he's told you that
we're having trouble with a creature. Yes, okay, thank you.
Well at least he got that right. The creature is
most likely some sort of undead monster, though I don't
know how to describe it. See what happened is we
had a security guard go missing a while ago, and
nobody knew what happened. We thought maybe he just left
and never came back. Quit on the job over the night.
But the next morning at work we had an individual
scream as he was out. And what he does is
he opens up a window and he points out you
can see it's a large warehouse just with boxes upon
boxes stacked on each other. You can tell shipments come in,
they get sorted here, they then go on other things
they get sent out right, and this is just a
way point for it, he says, we have he must
have been behind one of the areas of boxes. We
heard a scream when we arrived. There was a hole
in the floor and a pool of blood. We filled
up the hole and and you know, we notified as family.
We didn't know what was going on, we didn't know
what to expect. We continued business as usual till we
could find out more information. We sent we sent some
people to investigate, but but we never we never found anything. Essentially,
it got to an area in the ground where the
hole was small enough that they didn't dare try and
squeeze through it. So we just filled it up and
we notified the town guard and then that was the
end of it.
Speaker 4: So this hole, it's not a pit you're talking about
like a burrowing hole.
Speaker 1: Yet something dug its way out or in. I'm not sure,
but it. I mean, it was large enough for a
man to get through, right. But anyways, business as usual.
The next day we had another problem. This time something
did dig up, It broke through the floor. It grabbed
one of our men, and as others rushed over to help,
another one of our men grabbed onto his arm and
both of them were drugged down. We immediately boarded up,
the town were boarded up, the place shot down, the
plant sent to everyone home. The village guard tried investigating.
They never found anything, and that's when we decided to
call you, guys.
Speaker 3: So it's just the three. You've lost four.
Speaker 1: Security guard, the one individual, and then the two on
the last run.
Speaker 4: And we're sure the security guard is connected. Did you
find any other evidence.
Speaker 1: Of a whole No? No, but he did go missing.
Speaker 4: It is a fair assumption.
Speaker 3: And where have these disappearance has taken place? All inside
the warehouse?
Speaker 1: Yes, well with the security guard. I don't right, but
I suppose it was inside the warehouse. When we arrived,
the warehouse was locked, which the security guard always is here.
He locks it during the night, he unlocks it when
the first individual arrives to let us in. He didn't
unlock it, he didn't answer the door, and he was
nowhere to be found.
Speaker 3: Right. Do you can you tell me anything about the victims?
Do they have anything in common other than being here.
Speaker 1: Nothing that I can think of. They were all just
men of different stages of life, working and other than
the security guard, I guess. But they happened at random
times throughout the day and and there was really no
rhyme or reason to it. I was hoping if there's
a pattern you could find it.
Speaker 4: The security guard usually resides inside during the night.
Speaker 5: The doors locked, yes, but there was no hole found,
no exit point.
Speaker 3: No.
Speaker 8: Is there a different way in and out of the facility?
Speaker 1: Not really no, okay?
Speaker 4: And can you describe the creature that you saw at
the end.
Speaker 1: I never got to look at it myself, but from
the reports of my men, it had very long fingers,
strong hands, and long arms, and they from what they
saw they saw they only saw it from about here rop,
but it was it was a man, but much like
a zombie. And there's something else you should know. Lockwood
has been having issues of late. There have been a
few different accounts of zombies attacking the town. That's one
of the reasons the town guard was almost useless to
us because they're dealing with with with these other accounts.
We had a zombie attack in an inn a few
weeks ago, We had another zombie attack just after that,
and then there were two that entered a pub just
last week. And if there hadn't have been one of
those paladins of Stelenobus there, I fear to think what
might have happened. But he happened to take care of
them for us.
Speaker 4: But and those zombies were seen, didn't They don't look?
Speaker 1: Yeah, they were. They were. They were humans stumbling around
with you know, their jaws hanging half off like they
live the bedtime stories that your parents might have told
you were around campfires when you were young. It was
just like that. And well, the people of Luckwood are
quite scared. That's why I can't let them know what's
going on here, because it might let out a complete
panic in the town. Zombies haven't been sighted this far
north since the war with the lich King. It was
thousands of years ago.
Speaker 8: But your creature, you say, almost like a zombie.
Speaker 1: It's it's arms were too well, I mean, it looked
like a zombie with long arms, big hands. But that's
not like the other zombies that I've seen, And I've
never read any stories of something like that.
Speaker 3: What about time of day? What are these all at night? Time.
Speaker 1: No, no, And that's the weird part. And and it's
it's it's strange. They they they've all happened at different times.
There's no rhyme or reason to it.
Speaker 3: I don't know.
Speaker 1: I don't know what to make of it. The other
zombie attacks were all at night.
Speaker 3: Well, do you mind if we have quite a thorough
look around the place?
Speaker 1: Go ahead, do what you need. I'll fill out the paperwork.
Speaker 3: Much appreciated. Yeah, I don't have any more questions, So
if you two are good, we should go have a look.
I think I agree.
Speaker 4: Thank you so much for your time.
Speaker 1: No problem. I'm going to lock this again. Just knock
if you need me. It says all the way up.
You're slider metal bar across the smart man.
Speaker 3: Smart man.
Speaker 1: Thank you for listening to Adventures in the Party Bail podcast.
You can see videos of our recorded session and more
on YouTube, and don't forget to check out our patreon
at patreon dot com Twilight Ding to do so. Is
that your own perful? Enjoy the rest of the show.
Speaker 4: I start looking for a hole.
Speaker 3: Yeah, I think we check everywhere, Perhaps as a hole
they just didn't find.
Speaker 1: With the security guard evidence of where he's.
Speaker 3: Gone, Okay, a whole hunt.
Speaker 2: Whole hunt, going to drop Georgie around, and he's.
Speaker 4: Not going to help us hunt. His investigations terrible.
Speaker 2: But I just want Georgie to just be an alert
if a monster starts showing up somewhere, So please come
get me.
Speaker 3: Great.
Speaker 4: I love Georgie.
Speaker 1: Yes, he's very handy.
Speaker 3: He's quite handy so far.
Speaker 1: He's like a familiar, but with just a little bit more,
you know. So, but you have to spend points on him. Yep,
so okay for anyone who's just just tuning in at
this point. Uh, the Aquium architect. Every time they level up,
we're playing at level three to start, they gain points
that they can then spend on inventions, and these inventions
then give them various bonuses. Georgie has a little rodent mouse,
well metal mouse that was invented. It was purchased by
your research points, and it's pretty awesome. Okay, whole hunt. Okay, Now,
if I remember, if you're not researching a book in
New Rules, it's a perception check for looking for things.
So give me a perception check.
Speaker 5: Okay.
Speaker 1: Today I taught you the fickle.
Speaker 2: Seventeen three because I do have.
Speaker 1: You have a plus? One?
Speaker 4: Have a plus?
Speaker 1: Oh? You rolled the one.
Speaker 4: Wid a zero?
Speaker 2: But I do have proficiency with It's.
Speaker 3: Okay, all right?
Speaker 1: Well, upon looking around, the warehouse is massive. It's huge.
There are rows and rows of boxes stacked high over
your head. Right, and you go down aisles, you you
begin to understand from the vastness and how cluttered this
place is, how easily something could happen, and nobody has
no idea. Right, However, Dravin, as you're going, you come
across a you come across a section where it looks
like one of the crates has burst open. Upon looking
inside or upon approaching it, you notice there is a
hole in the floor. The earth has been dug up.
The earth is kind of like a cobble, but it's
it's it's been ripped apart and dug up and burrowed into.
The stones are laying about, and inside the crate is
a casket, a casket obviously has tipped and broken open.
The casket is of immaculate design. However, it's very uh.
It lacks all distinguishing flourishes. Right, there's no company logo
on it or anything like that. It's it's very it's yeah,
it's it's very uh sleek like it's obviously an expensive one,
but no flare has been added to it.
Speaker 4: Very generic coffin.
Speaker 1: Mm hmm.
Speaker 3: Immediately thinking about Dracula.
Speaker 4: Wait, did the the coffin was in a box? Does
the does the crate have any distinguishing features?
Speaker 1: There is a way bill on the crate. Okay, it
is destined. I would suppose you would all them over.
Speaker 4: Right, imagine split up too far?
Speaker 1: Yeah, that's probably true. Yeah, you're probably all together. So
that's that's good thinking. M should never assume me.
Speaker 3: Thank you for assuming on our behalf.
Speaker 1: But uh so on the way bill, it is destined
to a funeral home in Metaclaud, and it comes from
a woodworking facility in Nelville, are just northwest of here.
Speaker 4: Okay, okay, well, oh no, I would be familiar with that,
you would be.
Speaker 3: Yes, this could be our porta Vinci.
Speaker 1: And there is a hole in the ground. Yes, I
did mention that.
Speaker 4: Yes, it's like under the crate.
Speaker 1: No, it's just beside him, just beside him.
Speaker 4: Do you think that this creature was transported here, like
came from this coffin?
Speaker 3: That's a good question, so I'm.
Speaker 1: Not sure, what's the date on the way though, So
it was shipped, it would have been shipped probably. Let
me just take a look at my map here bringing
it up. So Novelar is around the coast from Lockwood,
but it would use Lockwood as a port, and it's
it would probably have been about four days ago that
it was shipped. Well, no, let me correct that. It
would have taken four days is what I'm saying to
get to Lockwood. But then it's been in Lockwood for
those to a week. So a week and four days,
eleven days in a while?
Speaker 4: Wait, what was the timeline?
Speaker 1: Sorry, so it took you about a week to travel
from kiln Off to.
Speaker 3: Lockwood at that point already been.
Speaker 4: Deaths so and it would have taken that man three
days to get to us.
Speaker 1: Oh yeah, so so it's been a while. It's been
like too.
Speaker 4: So I'm just saying, is that car that crate has
definitely been there since the beginning of Yes, okay, perfect,
that was what I was trying to figure out.
Speaker 1: Okay, okay, that does make a difference.
Speaker 3: Shall we go down.
Speaker 4: The whole Yes, I'm excited to.
Speaker 3: Actually, that's why I keep part of that. Appreciate the enthusiasm.
Speaker 4: Y'all just can go in the hole. I'm gonna go lots.
The job, isn't it? The job? All right?
Speaker 3: Will break out the lantern and I will go first.
Speaker 4: Would you come with me? I feel like I would
have already been climbing in as soon as you like. Yeah.
Speaker 1: So it's a fairly narrow hole, like you're gonna have
to get on your hands and knees, okay to go
through it. Okay, go, And with there, I think we
will pause and take our break and we are back.
Just before we get back to the story, here, just
a few shout outs again. We use music from Carl
Casey at White Bat Audio. Check out his stuff. Excellent
stuff and it can be used in your projects and
you can buy it all and download it. Still it's
it's pretty amazing. I should also mention we have a
Patreon that we've set up, and yeah, if you like
what we're doing and want to contribute and help us
continue to make this better and grow it, you can
contribute at our Patreon. We're gonna have some tear levels
in there, and you can find all the information in
the description of this video. Okay, and with that, let's
begin again. You follow this tunnel, and you follow it
on your hands and knees for quite some time. It
goes deeper at a bit of a slope, as if
it's going down into the earth, and about ten minutes
later you break out of a wall and into what
looks like a large stone worked tunnel underground. The stench
is atrocious, and you find yourself in the sewers of Lockwood.
Lockwood is one of the few cities that is trying
a sewer system out, and it's still very primitive. It
usually consists of everything being at a slope and running
to a certain area where it is then either gathered
and moved somewhere else or disposed of in some way.
The sewer looks like it hasn't been cleaned for a
while and is fairly dirty, and everything slopes upwards as
you look up this way, so it kind of slopes
down and down that direction towards those doors. The doors
there is there is an opening to allow stuff to
pass through, but not a person. The doors are still locked. Okay,
you'd be very very small to get.
Speaker 4: Through there, like a robot mouse sized.
Speaker 1: Robot mouse size could probably get through, should you want
to have it swim through that.
Speaker 3: Yeah, are there like grades? Can we see grades above?
So is there a little bit of light coming inots?
Speaker 1: Or is it just dark? It's dark? Okay, it's very dark,
dark dark. You can see with your lantern.
Speaker 3: Yeah, I did get the lantern and dark vision. Yeah.
So what so that door, if we chine a light
over to it, because it's not that far from us,
we see like a grate at the bottom of it
where liquid goes through. And then it's like, what kind
of a door is it?
Speaker 1: Yeah, it's it's a great that even solids could go
through it, but not anything large solid.
Speaker 10: Right, so sage solid it's.
Speaker 1: Yeah, sewage solids can pass through it. But but sorry, yeah,
anything can kind of pass under it or off to
the sides of it. More. But the door is shut.
Speaker 3: Okay. Are these like wooden doors? Are they like stone?
Speaker 1: It is a metal door, well, I should say it's
it's like a solid, solid oak braced with metal.
Speaker 3: Okay.
Speaker 1: And you can see that it is bolted shut, and
it almost looks like there's a mechanism in place.
Speaker 4: It does not normal standard lock.
Speaker 3: No, okay, all wander over and have a look, okay,
and maybe see if I can suss out how to
open this thing.
Speaker 1: Okay, So you can tell that it has some sort
of new fandangled machinery. It's it's one of the newer contraptions,
something you're not very familiar with. You can see there
are metal bars that interlock and lock because the door
would open out this way, but there are bars coming
across it. Okay, they can't swing the other way. And
those bars look as if there's slots in the walls
and that they could slide into there.
Speaker 3: Okay, Penelope, I think you better have a look at this.
I'm not sure what this is.
Speaker 2: You might sure do I Is there anything that I
would notice with my expertise in.
Speaker 4: McCann that kind of stuff?
Speaker 1: Give me an investigation check follow.
Speaker 4: Twenty two.
Speaker 1: Okay, so you can tell there is a mechanism, a
mechanism that is obviously connected to some sort of switch somewhere.
If that switch is flipped, it engages the mechanism and
the bolt the bolts should slide away head into the wall.
Speaker 4: Is a switch we have to find somewhere a little
open this. Do I notice switches? Is that like how you.
Speaker 1: Would have taken? Okay, because there's there's winches of crank
mechanical yet you would know you would know enough?
Speaker 3: Okay, all right, well I guess let's look for the switch.
Walk the other way, carry on back the other way.
Speaker 4: We don't see the switch around near if we take
a look.
Speaker 1: No, no, there's no switch near this door. Okay. So okay,
uh what do you do as you go down the hall?
Who's taking point? I should say?
Speaker 3: And uh ma, I can.
Speaker 4: We have the lantern? But you can see them past
the lantern? Well can see pretty well?
Speaker 3: We can.
Speaker 4: Yeah, it's true.
Speaker 3: I'll lead and I'll just kind of keep my lantern
looking around the whole place.
Speaker 1: Okay, all right, so where do you go?
Speaker 3: I mean, I guess if we're keeping carrying on forward,
we would see that opening first. Yeah, so maybe head
there and then peer inside.
Speaker 1: Okay, that's all right. So you around the corner and
the first thing you see is you hear almost this
rasping and gasping, and around the corner, standing facing and
staring at the wall blankly are to what look like
rotting corpses standing on end, they moan and groan.
Speaker 3: Have you ever seen a zombie before? Penn?
Speaker 4: Nope?
Speaker 3: Well there you.
Speaker 1: Go, yep, what do you do?
Speaker 4: Do they notice us yet if they're looking the other ways?
Speaker 1: Yeah, they're looking the other way at the moment. They're
just kind of standing there, swaying, not really doing anything.
Speaker 11: You could take them, or we sneak on by. Personally,
I think if we sneak past them, they're gonna come
after us later when we slip up and make a
loud noise.
Speaker 5: Door just past them. Oh, you're right, it might be
worth checking out.
Speaker 3: All right, shall we? Let's do it, try and sneak
up on Okay, all.
Speaker 1: Right, I want you to make a stealth check to
do so come home do sixteen?
Speaker 3: Ooh, I think I'm decent. Twenty one.
Speaker 4: Okay, that's a roll, but I have a nummy. Twelve
I have a bow and arrow.
Speaker 1: Yes, so you could shoot from a distance so you
don't beat their passive perception. They are creatures of the undead.
They are not the most perceptive. So you will have
you will surprise them, which in the new rules means
you get advantage in the initiative role. You don't get
around any more of attack without you get advantage. So
I shall roll for our two zombie friends here, and
you guys get to roll twice and take the higher
number of what is the stat initiative initiatives? Your initiative modifier?
Speaker 4: Sixteen?
Speaker 1: Is it nice?
Speaker 4: Six fifteen?
Speaker 1: Fifteen? Okay, sixteen for me? Okay, so you two can
choose which one goes first.
Speaker 3: Do you care?
Speaker 4: I don't care.
Speaker 3: I'll go first, all right.
Speaker 1: Yeah, okay, And then so our order will go Draving
Penelope Mara and then the zombies. Okay, all right, okay,
what do you do draving?
Speaker 3: Umm, I'm just gonna sneak up on it and pull
out my scimitar and I'm going.
Speaker 1: To get right behind this one. Okay, it's a little
far away, I know.
Speaker 3: Yeah, that's all right, And I'm just gonna let him
have it. Okay, give them a swing. And I think
I can make two attacks with the nick property on
the scimitar. Yes, because I do have weapon mastery with
the scimitar. Yeah. Another new rule, goody nick. So it
says when I make the extra attack of the light property,
I can make it as part of the attack action
instead of a bonus action.
Speaker 1: That is right, So I could just get too hits
with it.
Speaker 2: And since when you do it, I was like an
attack with the light property.
Speaker 1: Isn't that like you don't you don't add your modifier.
Speaker 3: I believe right to the damage you don't add that modifier.
Speaker 4: That's correct for the second attack?
Speaker 3: Yes, yeah, uh? Now do I have advantage on this
since they haven't seen me technically I'm.
Speaker 1: Hidden, oh being a rogue. Yeah, and you've caught them
by surprise. It will make I will give you advantage
on that. Yea.
Speaker 3: That'll give me sneak attack.
Speaker 1: So I can't remember what the specific rule is, but
I'm giving it to you there.
Speaker 3: Okay, awesome. That is twenty one you hit, so it's
gonna be.
Speaker 1: My normal plus sneak attack. So that's three D six.
Speaker 3: Oh gosh, so it's nine plus three so twelve damage.
Speaker 1: Okay, that leaves it bloodied.
Speaker 3: And then I'll do my second one, which is a
twenty okay, that's hits, and then this one, I don't
get the sneak attack, and I just get a straight
D six which is just one damage one damage. Yeah.
Speaker 1: Okay. So so you hit the one and it essentially
stumbles forward and as you go you literally nick it
with the second one, okay.
Speaker 3: And I'm going to take my bonus action to disengage
and then come back a bit.
Speaker 1: Okay, I guess I meet to square is five.
Speaker 3: Fifteen twenty, so I can only moved ten feet.
Speaker 1: Back today you do have thirty feet as a dwarf
now in the new rules. That's right, all right, Penelope, you're.
Speaker 2: Up, All right, Penelope is going to go just attack
that same guy with her repier.
Speaker 1: Okay, all right, so I can't grab that, thank you?
Damn five thirty Oh the same guy?
Speaker 4: Yeah?
Speaker 2: Okay, Oh does an eleven hit?
Speaker 12: Yes, it's a one D eight.
Speaker 8: Plus two, so seven piercing damage.
Speaker 1: Seven piercing damage on the same guy. Okay, so he
is not looking too hot, and that's your turn.
Speaker 4: That is my turn yet?
Speaker 1: Okay, it is uh your turn, Mara.
Speaker 4: Can I I don't have a clear shot at the
that they've already been attacking.
Speaker 3: Hey, correct, you're probably not without moving.
Speaker 4: Okay, but I do have a clear shot on the
other guy. You could take movement, yep, but you but
you're kind of the matter where I go.
Speaker 3: So if you moved like ten feet away or ten
feet ahead, you might be able to shoot front corner. Okay,
you don't have to.
Speaker 4: Do what you have I'll just stay where I am
in case, in case this is a trap and people
come from the other place, I'm going to stay out
and shoot the one that they have not been attacking, okay,
with my sharp bone.
Speaker 1: So I the one they haven't been attacking.
Speaker 4: That's right, Okay, all right, I don't remember what to do, right.
Speaker 3: So you look for the weapon you're going to use. Yeah,
and then first we have to roll to hit. Okay,
So that's the first bonus you get. And that'll be
with a D.
Speaker 4: Twenty and I add four.
Speaker 3: That's right, So a standard twenty rolls to test.
Speaker 1: If Cameron is new to D and D for anyone watching,
if you're worried about plane, this is the best you roll.
But you miss.
Speaker 3: The thing is when you're in combat, natural one or
always miss or always okay.
Speaker 2: Because as a human I can't for long rest just
for free.
Speaker 3: Now, you still technically have a bonus action. I do, yes,
So you always get an action, a bonus action and movement.
Speaker 1: Okay.
Speaker 4: What does two weapon fighting mean?
Speaker 3: So if you had two weapons and one of them
had like the if they had the light property, and
that means you can hold like one in each hand,
you can make a second attack you, but you get
less damage. Like it works the same as a normal attack,
except you.
Speaker 1: Don't get bonuses on your damage.
Speaker 3: Yeah, it'll tell you the rules there like that.
Speaker 4: Okay, but I can't use like the same.
Speaker 3: Yeah.
Speaker 4: Yeah, but I can inspire you sure or inspire pen
sure because she's.
Speaker 3: The closest and then is your D six. It'll it'll
stay in there.
Speaker 4: That creature gains a D six. Yeah, what's within the
next hour. When you fail a D twenty test, you
can roll the bartic Inspiration die and add the number
roll to the total. Nice, thank you.
Speaker 2: Yeah.
Speaker 3: So I think that's a change in wording in the
new rules too, because it says when you fail you
can add it, which is pretty slick because before it
just used to be like you can you can add
it to like a skill check or an attack roll, oh,
just before the DM announces the result. So if you
roll it and be like, oh, I'm not sure that's
good enough, then I'll add it and then we'll see
if it hits or not. But that one it just
says if you fail, if you would fail, I guess,
which is super nice.
Speaker 1: Cassi, we had a question about heroic inspiration, whether or
not she could just give it to you. It says
if you gain it and already have it, then you
can give it away. But rules is written. From what
I've seen, you can't just give it away. Okay, okay,
all right, so you've given her inspiration. It is now
the zombies turn. So the zombies now knowing you're here,
this one's gonna turn directly on Penelope, and this one's
gonna turn and move up and come after you as well,
the wounded one, and it gets a five to hit
it is not and the other one attacking gets a
nine to hit. So you're totally okay. That's good, all right.
But what I will say though, is you start to
hear moans from down the hall, no like my direction
down the hall.
Speaker 4: Soon you see see this is why I stayed out there.
Speaker 1: Who have come around the corner? Okay, okay, all right,
it is now dragon start, Okay.
Speaker 13: I'm gonna go five, ten, twenty four right here, okay,
and I'm going to use my cemitar again and I'm
gonna hit both of them.
Speaker 3: I'm gonna do my main attack on the on this one. Okay,
let's do that. Which dig do I use? Oh yes,
it's a twenty four that hits. Okay, and then I
will do and I get sneak attack with it.
Speaker 1: You would get sneaky because you have would see them.
Speaker 3: So my three, which is not great, that's eight eight damage,
and you know what, I'm gonna go ahead and use
my whales from the grave.
Speaker 1: So explain what happens.
Speaker 3: So immediately after I deal my snak attack damage to creature,
I can target a second creature that I can see
within thirty feet and it takes one D six and
a chronic Oh so the other guy will take.
Speaker 1: Four four necrotic damage. Okay, now I need to see
something here, yes, okay, it's going to make a constitution
saving throw DC of nine. It got a one, so
it it immediately rots and crumbles to dust as as
you use that attack.
Speaker 3: Okay, I guess I'll use my second hit on the
same guy. Then.
Speaker 1: Okay, that's a sixty that hits.
Speaker 3: And then this is a straight rule six.
Speaker 1: Oh okay, SI six damage. Very good, Okay, Penelope, your turn.
Speaker 4: All right.
Speaker 8: Penelope is going to attack the zombie.
Speaker 4: In front of her face with her.
Speaker 1: Raper in.
Speaker 3: Wit Bardi Conspirations.
Speaker 2: Seven is not going to hit it's I'm going to
use my Bardic inspiration day that camera gave me.
Speaker 4: So that's an eleven that hits. Yeah, thank you for that.
Speaker 3: Excellent.
Speaker 1: Yep, it's it's already helped out cards are nice.
Speaker 4: To have around. So four piercing.
Speaker 1: Damage, four piercing damage. Okay, all right, and now it
is your turn, Mara.
Speaker 4: Alright, I'm shooting it. Yeah, I can go eighty feet.
Speaker 1: Oh yeah, yeah, so I've.
Speaker 3: Got yeah, I thought you meant movement.
Speaker 4: No, I can see.
Speaker 1: The question is the light is over there? They are
in darkness, so in dark vision they now are. Oh,
they're heavily obscured.
Speaker 4: I can see it.
Speaker 3: You can see sixty feet.
Speaker 1: You can see sixty feet in total darkness, which I
would say it's probably dim due to the light being
over there. So they are lightly obscured, which according to
the new rules.
Speaker 4: Can I am I too late to pull out my lantern?
Speaker 1: You you could pull out your lantern as your interaction
if you want, and shine it down that way.
Speaker 4: That is my interaction.
Speaker 1: Though. Don't you get a.
Speaker 3: Full action still?
Speaker 1: Yeah, you get a full action, and you get an
interaction with one item you can and a full action,
so you can pull out your lantern.
Speaker 4: Yeah, okay, I'll pull out my lantern and.
Speaker 1: This will use one of your flasks.
Speaker 4: Yeah, okay, and I'm going to shoot it, dude, my right, okay, yes,
I don't know my directions.
Speaker 3: Oh man, that's my last class moral. I guess, oh
shoot that I'm using currently.
Speaker 4: So thirteen plus four correct, seventeen.
Speaker 3: You hit nice and so you know you've hit. You
just roll what it says for.
Speaker 4: So I rolled D six and then I add that
plus two okay.
Speaker 1: Seven seven damage? All right, you hit it square in
the body. Okay, zombie's turning right in the body. Rocked
in the body. So these ones start creeping up three four, No,
I don't like how close you three four and they're
going to use a dash actually oh no, gosh, they
can't attack. But they get right up to you and
you hear a moan as one more from this direction. Okay,
now the one is going to attack you driving sure
it got a.
Speaker 3: Five to hit.
Speaker 1: Wow, I'm switch out my dice right now because I
can't do anything enough. It is uh okay with you.
Speaker 3: Yeah, I think I should keep.
Speaker 1: I keep this one's uh now it rolls good. Yeah,
I just got it twenty so okay, is it is
your attorney? Get driving?
Speaker 3: Okay, Well, I'll just attack this guy in front of me. Okay,
oh beautiful, that's the twenty four that hits. So sneak
attackers still yep, whoa, uh so fifteen plus three so eighteen.
Speaker 1: You just obliterate it it falls parts in front of you, okay, okay,
and then I'll use my movement.
Speaker 3: To get there so I can attack this guy and
I'll just use my offhand. Well, I guess my secondary
attack with the light property. Uh that's that's that's eleven
oh that hits, and then that's.
Speaker 1: Just one one damage ni okay, all right, good and
now Penelope.
Speaker 2: All right, I'm gonna run up into the zombie here
with my ripe year and attack him, and eleven.
Speaker 7: Hits and that is four damage for damage on the
un well yeah, no dropping damage, so okay, all right,
good zombies.
Speaker 1: All right, So this one's going to move up. Wait
oh wait you yeah, you get I'm skipping someone here,
go ahead.
Speaker 4: Mar I do have a question though, yes, so my
short bot is two handed. So even though my other
weapon that I have is a dagger and it's light, I.
Speaker 1: Can't use it.
Speaker 3: You know, you got it.
Speaker 4: I'm still gonna stick with my short though, because it
can deal out more damage.
Speaker 1: Now, yeah, if you fire at something that's right next
to you, you have disadvantage on the attack.
Speaker 4: Shoot. Okay, never mind, because I.
Speaker 3: Can interfere with your Okay, I'll.
Speaker 4: Just use my dagger then, okay, same dice, same standard,
right yep, hey, uh eighteen.
Speaker 1: Eighteen nice because you're proficient with the dagger, I would suppose. Yeah,
simple weapons.
Speaker 3: So you hit this is that's the day? Yeah?
Speaker 4: Fuck?
Speaker 1: And you were attacking the one this way or oh.
Speaker 4: Shoot the one that I previously hit, which I think
is the guy.
Speaker 1: So five damage? Good, good, good, all right, nice. Now
it's the zombiester, So this one's gonna go five, fifteen, twenty,
and then one who is going to attack you? Okay
doing sixteen? That does hit me, That does hit you,
So you take five damage as it just went just
smacks you with one of its rotten limbs. Yeah, and
then Cameron Maara a seven so it doesn't doesn't get yet. Nope, okay,
how are you doing? What's your help at sixteen? Okay?
All right, it is Dravnster.
Speaker 3: Okay, I'll just attack the one that I've been hitting
already on that's beside us there. Okay, oh that's an eight.
Speaker 1: You hit?
Speaker 12: What these things.
Speaker 1: Are like impossible to zombies. They're just straight up zombies.
Got to roll?
Speaker 4: Did I even need to start that partic inspiration?
Speaker 1: Then I forgot to roll on one of them, he said,
the seven. Yeah, you had a seven?
Speaker 4: Okay, seven? Eight is what it is.
Speaker 3: So I'm not going to use my sneak attack. I'm
just trying to decide maybe that guy's almost dead. No,
I'll use it. I'm mad at gaming too much, of course,
I use my sneak attack. Okay. Oh good roll. So
that's fourteen fourteen plus three seventeen dam seventeen woa.
Speaker 1: So that's seventeen damage and okay, so yes, you destroy it.
Give me that one. I forgot to do its undead
fortitude on the last one he killed.
Speaker 3: Oops, I'm gonna sneak through and go right there. Okay.
Speaker 1: And then, however, since we're doing diagonals, one gets an
opportunity attack on you there.
Speaker 3: All bonus action disengage.
Speaker 1: Okay.
Speaker 4: I don't know what's going on.
Speaker 1: It's a rogue.
Speaker 3: It's a rogue.
Speaker 2: If you're in melee combat with somebody and walk away,
they get to hit you when you.
Speaker 3: Hit well eight plus five, so yeah, and then it's
a straight roll.
Speaker 1: So four four damage, and that's on the one in
the back. Yep, ok the four damage. Okay, it is
your turn.
Speaker 8: I am going to walk forward and hit the same
one that Dravn's been hitting.
Speaker 4: Okay, oh eight, I do hit.
Speaker 1: Four damage, four more damage, yep. Okay, very good, Mara,
your turn.
Speaker 4: I just remembered that I have magic. Yeah, totally, no,
they don't really help. Okay, I'll just carry on with
my back, all right, nine nine hits. It's a good thing.
Speaker 5: We're fighting zombies three A three plus it is a three.
Speaker 1: She's got zero for strength one it's she ruled A
one plus two oh plus two okay, so three on
the same one that you.
Speaker 4: Have I have been attacking.
Speaker 1: Okay, all right, sweet, okay, good. That leaves it bloodied. Now,
oh right, it's the zombies. Turn one is going to
try and attempt to hit Mara getting a twenty one. Okay, yes,
it does four damage to you because it hits you
with it's it's arms and then uh.
Speaker 3: To you I've got a penlope.
Speaker 1: Okay, a six miss give you a little spot here, okay,
all right, in your turn.
Speaker 3: Okay, I'm all smack this guy. I'm right behind right now.
Uh that's a twenty one that hits uh uh so
seven damage?
Speaker 1: Seven damage? Okay, all right, that leaves it bloodied.
Speaker 3: Okay, and I'll hit it one more time. And I
won't because that's the one you guys missed.
Speaker 1: Okay, whoaed.
Speaker 8: I will just attack with my ray beer, the one
that Dravon's been hitting.
Speaker 1: Seven okay, miss Oh you mine. The turntable.
Speaker 4: Is my heroic inspirasion. But I don't want to yet.
Speaker 3: Of a feeling something big against the zombies.
Speaker 4: Okay, I'm gonna go for that same one against Okay,
all right.
Speaker 3: Let's see.
Speaker 1: Eighteen eighteen. So you hit four four damage? Nice, all right, okay,
zombies turn. The first zombie is going to attack you
Day getting a twenty and.
Speaker 14: You take six damage as it just like just smacks
you backhands you across the face, knocking your head against
the wall. And then the other one is going to attack.
Speaker 1: Mara getting a nine to hit does not.
Speaker 3: Do right, that's right?
Speaker 1: Yeah, you dodge back and swings at you. Okay, it
is Ravens turn.
Speaker 3: Okay, hit him again. Yep, that's thirteen fourteen.
Speaker 1: That'll hit.
Speaker 3: Twelve plus three, so fifteen damage.
Speaker 1: Fifteen damage, okay, fifteen damage. All right, you kill.
Speaker 3: It, smoot, and then I'll just step forward use my
secondary attack. Yeah, that's the twenty four.
Speaker 1: Three damage three damage on the other one. Last k
So you guys scale it. Oh my god, it's totally
gonna survive this, don't you got it? It needed to
get because you did how much damage? It was three? Yeah,
it needed to do. Roll a constitution saving throw of eight.
It got a six. Okay, So you you obliterate the
last zombie. You sever its head. It falls to the ground,
and that's when you hear something down the hall this way.
There's this click and then the sound of something being
drug and just this shaw click, shaw, click shaw, And
it's getting closer.
Speaker 4: I hate that.
Speaker 2: I want to quickly run and check.
Speaker 1: That door, which this door. Yeah, okay, all right, you
can do that. How do the rest of you react?
Speaker 3: I'll tell Maara go with Penelopey'll keep an eye out here.
I'll just keep my lantern stand at the doorway. Pointing
it down.
Speaker 1: Okay, I'm also slipping drugs.
Speaker 3: I'm gonna close my let to turn because you have
one yet, Yeah you go. I'm gonna close mine and
just rely on my dark vision because I do have
one hundred twenty.
Speaker 1: Okay, okay, so you get you two walk over to
the door. What do you immediately do after?
Speaker 4: I would like to check, like, is it locked? Does
it open?
Speaker 1: It is locked, but it has like it's a paddle.
Speaker 4: I'm not the same.
Speaker 3: I can have a.
Speaker 10: Lock pad, I said, paddle lock Ye, I just accepted it.
Speaker 4: I don't. I don't do lock picking.
Speaker 1: Okay, so that's it.
Speaker 3: I can. I can, except no because my thieves tools broke.
Oh yeah, use especial.
Speaker 1: So the click shock, it's louder and louder and louder
and dravin. That's when you see it. This massive black,
rotting hand with fingers that distend far longer than they should.
The sinewy flesh tight to its bones, extends into the hallway,
and there's a click as it grabs onto the steve
and show as it drags forward, the torso of a
man comes into view, his dead eyes looking around. He
has a gaping mouth, and a slit that extends down
his torso. It turns and it sees you, and there's
another click shaw as it drags itself forward, and as
it rounds the corner, you see the bottom half of
its body is like that of a giant slug and
the torso turns into it. As it continues transitions into Yes,
it lets out a long wail and it because it
starts to go towards you. I'm going to roll its
initiative and we're going to continue with the same initiative order. Okay,
so let's see.
Speaker 3: I'll just yell when I see it to the group,
just saying I think I've found our PASTI.
Speaker 1: All right, So the initiative order stays the same with
the creature going last. I don't have a custom miniature
for this, so we're just going to use this. Okay,
all right, driving what do you do?
Speaker 3: Good question? I will. I'm gonna see them messing around
at the door, and I'm gonna tell them that it's
coming and I'm gonna run over there and try to
unlock the door.
Speaker 1: Okay, all right, so can you make it?
Speaker 3: Well? Technically, I think i'd be in that space.
Speaker 1: Because I was just yeah, you would have moved. I agree,
five ten, fifteen, twenty five thirty. Yeah, you're algost there.
Speaker 3: I can make it close enough, okay, okay, so thieves
tools check okay, hmm.
Speaker 1: Okay, seventeen that's enough. The door clicks open, padlock falls off.
Speaker 3: I will bonus action. Dash into the room.
Speaker 1: Dash into the room.
Speaker 3: Yay, all right, just enough to get in there and
have a look around.
Speaker 1: Well, stay close to the door. Inside the room is
a single switch. Excellent, right, okay, okay, it is nil pister.
Speaker 8: Okay, I am going to step just out enough to
see the future.
Speaker 1: So let's be five ten, fifteen, five thirty one.
Speaker 3: And what are you using to.
Speaker 4: Light my lanterns? Yeah, it's not a Can I pass
it because she'd take it from me?
Speaker 1: You could. You could take it as you pass if
you're willing to hand it.
Speaker 4: I'm willing to hand it over. I can I have
dark mission?
Speaker 2: Yeah, I will do that then, and I am going
to shoot it with my crossbow.
Speaker 4: But I am going to pull out one of my
AQUM canisters and do a propelled strike with that.
Speaker 1: Nice. So this allows her to launch it at a
higher velocity doing more damage.
Speaker 4: Yeah.
Speaker 1: So it's a crossbow, right, so essentially you take a
canister and you cook it into this mechanism on the crossbow.
Speaker 4: Does an eleven in it.
Speaker 1: It does not hear it as your shot goes wide.
Speaker 8: So then I probably wouldn't use you do I'm going
to use it.
Speaker 3: Feels like they don't waste to do it.
Speaker 4: I'm gonna pick it up a die. This one has
not been doing it.
Speaker 3: I guess pretty mid oh no.
Speaker 1: One? Yeah, you get how many canisters at level three? Two? Okay?
Because we are play testing this, I'm going to say
we make an edit to the acrem architect and should
it be where you don't you don't use up your
canas thir if you miss because in the new rules
that happens a lot with new characters where something is
not new stopping you miss.
Speaker 3: Yeah, so maybe we will say that it's like after
if you if you hit, you can choose to.
Speaker 1: So you can you can keep that.
Speaker 3: Yeah.
Speaker 1: Okay, so you miss it, all right, Mara, it's your turn.
Speaker 6: Okay.
Speaker 4: I will also come out and stand near How fuck
can I walk?
Speaker 1: Thirty feet? Eat? Square is five, five, ten, fifteen twenty
five would get you there?
Speaker 3: Okay?
Speaker 6: Um, okay, yeah, I'll use my short Oh oh that
would be oh goodness.
Speaker 1: Wait up seven.
Speaker 2: Yeah, plus your decks, plus your proficiency.
Speaker 1: Eleven eleven miss. Okay, over there the thing disregarding disregarding
the bolts. Yeah, you get back up five feet if
you disregarding the bolts that fly past it. It begins
to drag itself rapidly down the hall as you see
it in the light, coming right click shock, click, and
it comes five ten, fifteen, twenty feet towards Penelope. It
it rears up so it's torso is up, it's slug like,
belly is up, is back, and it opens up, starting
at the mouth and going down the split of the torso.
The chest opens up into a giant mouth of rotten flesh,
and it tries to bite you.
Speaker 4: Oh thank you.
Speaker 1: Okay, I take it that in eighteen hits.
Speaker 4: Yep, it does?
Speaker 1: Does? I need to grab some dice here right?
Speaker 15: So with this one, I think this, Yeah, this uses
your inspiration because I used one one left piercing down.
Speaker 3: But basically, can I.
Speaker 4: Use it right now?
Speaker 1: We're going to use something.
Speaker 4: Okay, I'll read it because I'm when a creature that
you can see within sixty ft. If you makes it
damage roll or succeeds on an ability checker attack roll,
you can expand one of your partic inspiration which I
have on the map and saved it. Roll the dice,
subtract the number rolled from the preachers were all reducing
the damage.
Speaker 1: Oh, very good, So you can fifteen.
Speaker 4: I hope I get a six for you.
Speaker 1: So you did? You manifested that scene becomes an eight
take eight piercing damage. You literally just magical words of
creation to rebottle this thing and it lessens.
Speaker 3: It's super close. Amazing. Just make sure you mark that's now.
Speaker 1: That was awesome. Okay, good, all right, it is now.
Uh Dravens, I'm so far away.
Speaker 3: I didn't know you guys were just going to run
straight to it.
Speaker 1: Okay, Dravens, Like, I know trouble when I see it.
I need to train my employees better.
Speaker 3: This which would be an interaction, yes, yeah, okay, so
I'll flip the switch, okay, which is five?
Speaker 4: Is that good idea?
Speaker 1: Yeah? So?
Speaker 3: I think so.
Speaker 1: You hear gears neckon is going down through through the
walls and things, but you can't see that anything.
Speaker 3: Fifty fifty five six okay, so that was my bonus action.
Dash and dang. This nick thing is great. I mean
that can still make two attacks. Feels so powerful it is, Yeah.
Speaker 1: It is.
Speaker 3: Okay, so that's sixteen.
Speaker 1: That hits okay, sweet, So we're definitely using sneak attack
on this thing.
Speaker 3: Okay. So that's ten plus three thirteen.
Speaker 1: Damage thirteen damage. Nice.
Speaker 3: Okay, We're going to do the secondary attack.
Speaker 1: That's a ten.
Speaker 3: Yeah, that's it.
Speaker 1: Okay, your turn?
Speaker 4: All right, rape here?
Speaker 1: Would you roll?
Speaker 3: You miss?
Speaker 1: So essentially, this thing, it's it's quicker than the other
undead and it dodges out of the way of your sword,
letting out a whale as it looks at you, and
you see in its dead eyes a hint of intelligence,
not just the mindlessness of a zombie Mara. Your turn.
Speaker 4: The language.
Speaker 1: Is it?
Speaker 4: Okay? Is this humanoid?
Speaker 1: It is? H is not It does not classify as
a humanoid.
Speaker 4: Doesn't count as an animal. No, this is not a
human and it's not a slug. Okay, okay, I'm back up.
It will get.
Speaker 1: No.
Speaker 3: I think she's not quite close.
Speaker 1: She's not quite close up.
Speaker 4: Okay, she's good, go ahead, okay, because he backed up
least that's right for you. I don't want to back
up like too much. But how far do I have
to be that I want to shoot him?
Speaker 1: Go ahead?
Speaker 4: Fourteen?
Speaker 14: That hits, okay, not some decents?
Speaker 4: Seven?
Speaker 1: Nice? It is bloody. Bloody means it's at half health
or less. Okay, okay, all right, Uh it's going to
turn on you drab him and oh yeah no, I
forgot something for penelope. Oh well, we'll do that next, right,
it's uh okay, dravant. It attacks you with its claws,
it reaches out and oh it only gets a seven
to hit.
Speaker 3: Yeah, I misses.
Speaker 1: Okays, they misses. It is now your turn, all.
Speaker 3: Right, I'm just laying into it with my scimitar.
Speaker 1: Now. I forgot to say that starting within five feet
of it, you must make a constitution saving throw.
Speaker 3: Okay, I better do that. I'm I rolled.
Speaker 1: A fifteen hit just ahead, I'll take that, okay.
Speaker 3: Oh gosh, constitutions save I know you did five five?
Speaker 1: Okay, So you are poisoned, giving you.
Speaker 3: Disadvantage of that attack that you I have advantage against
the poison as it war.
Speaker 1: Oh that's right, so roll again.
Speaker 3: As you avoid or end the poisoned condition it's a
natural twenty okay, so you feel it about your your
natural resistance is worded off. So fifteen hits, oh, fifteen
does hit? Awesome? Okay, let's do our You are to
that stench of the thing for the next twenty four hours,
all right. So that's thirteen damage from thirteen all right,
And you know what, I'm going to use my other
use of whales from the grave because it actually deals
this damage to the.
Speaker 1: First creature as well as a.
Speaker 3: Secondary one which I didn't realize last time I used it.
Speaker 1: Perfect a new ability.
Speaker 3: So I'll just get another D six necrotic on them,
which is five.
Speaker 1: All right. It begins to crumble and fall apart as
the necrotic damage decays it at a rapid point. Oh gosh,
and it falls to the ground with a wet thud.
Is it.
Speaker 4: That's so gross?
Speaker 1: Yeah, it is it. It's at this point that all
of you notice for the first time. You hadn't noticed
it while while you were in the heat of battle,
but it's unnaturally cold in these supers.
Speaker 4: Person Thanks for listening to the Adventures and the Parted
Veil podcast. We're taking a short break while we recover
from whatever that was. If you're still here, congrats on
your excellent taste. It would mean the world to us
if you join our Patreon for exclusive content and discord
access at patreon dot com. Slash Twilight and Nikra don't
forget to also check out our YouTube channel for our
video recorded sessions and more. Thanks again, and we hope
you enjoy the rest of the session.
Speaker 1: What do you do now? Other flies to no flies?
Speaker 3: Ravin's instinct is going to kick in when he feels
the cold. I don't think this is over. I also
hit the switch back there, so if you're right, pen,
that door might be opened though.
Speaker 4: Should you take a look?
Speaker 1: All? You give me a perception?
Speaker 3: Very well? Tonight?
Speaker 4: Six?
Speaker 3: Okay? Uh twenty nine?
Speaker 1: Okay, driving, do you notice this creature is obviously bigger
than what could have fit in that casket.
Speaker 4: So this isn't what came out of the casket.
Speaker 3: M hm. Interesting. I'll say as much to the crew. Okay,
what do you do?
Speaker 4: I would like to go check out?
Speaker 1: That door's open?
Speaker 3: All right?
Speaker 1: The bars have slid.
Speaker 4: Back, all of them.
Speaker 3: Yep. Okay, it's the is capable of being open.
Speaker 5: The guy's giving some night and see where that Thank you.
Speaker 3: Okay until we go in.
Speaker 4: Maybe I'll play too much video games. But can you
blute dead bodies and stuff?
Speaker 1: You can't have nothing.
Speaker 3: Don't seem like a good good thinking.
Speaker 2: I am gonna take Georgie out of my pocket, and
I just want Georgie to kind of keep a little
space behind us watch our backs.
Speaker 4: Basically, was he in your pocket? I slipped him into
my pocket before opening that door.
Speaker 5: Oh okay, yeah, but.
Speaker 2: I am having him just watch behind us, and if
anything comes, he is to.
Speaker 4: Fly in front of my face and alert me.
Speaker 16: Okay, if you don't mind, and have it order this corners,
Oh my gosh.
Speaker 1: So that you you enter the room and you can
see there is a law of orge cavernous hole that
descends into the earth. At the bottom of it, you
can hear the roar of the ocean. The hole looks
to be natural, however, there is a wall built up
around it to keep anyone from falling in. The wall
has obviously it's got netting and great so that any
liquids from the sewage can go down it obviously to
the tea discarded in the ocean below, and the solids
are caught as the nettiness finer here, and it's obviously
someone's job to clean that out. Yeah, there is something
that looks less old than the rest of it, though,
a newer contraption that looks like some sort of elevator
you might say, that descends into the cavern. Looking around,
you can see that it has a crank, but some
of the gears are missing on it, so it's unusual.
But it does look to be newer than the rest
of the room.
Speaker 4: Are the gears do they look like they're I don't
know if there'd be a way to talk, like intentionally removed?
Speaker 1: There are two specific ones removed that the entire contraption fails.
Speaker 3: If that's the case.
Speaker 2: Okay, do I see any loose gears around this room?
Speaker 1: No?
Speaker 4: Okay?
Speaker 3: Can I walk up to the wall like sort of
like get on top and peer down it?
Speaker 6: Oh?
Speaker 7: Yeah, it's got the steps in every you want to die?
Speaker 3: Yeah, just to peer down like? Can then I see
any light at the bottom? No, not a thing. Really,
my intrusive thoughts would like you to throw something down here.
I don't know why I'm gonna take out. I have
some like climbing anchors, some like pittons. Okay, I'm just
gonna like toss one down and just listen.
Speaker 1: Okay, you listen, and there's a long, long pause before
a book at the bottom, faintly heard amongst the role.
Speaker 3: Of the Ah. Okay, well that's a long way down.
Speaker 8: I wonder if we could find Gearson on these tongs.
Speaker 4: You continue exploring, Do you.
Speaker 3: Want to go down on anything?
Speaker 2: I thought we'd just jump into holes now.
Speaker 3: Hmmm, well I wouldn't have to look what IWND? Was
there anything like this side?
Speaker 1: Give me an investigation check?
Speaker 4: Okay, can I look with him?
Speaker 1: Yeah? I guess it's perception. Sorry, trying to recover those roles.
Speaker 4: It's a perception, so I can also you can also.
Speaker 3: Work there's a fourteen for.
Speaker 4: Me sixteen nine. Wait, yeah, sixteen sixteen?
Speaker 1: All right, Mara. As you're going along, you notice that
there's an area of floor that is scuffed more than
the rest of it. And in the corner of the
room you notice that there is a bit of a
wall that has a scene in it.
Speaker 4: Let's get a passageway. Okay, I call well, I can
call two of them until them, guys, I found a
secret passage, right, and I instantly start trying to a.
Speaker 3: Minute okay, all right, cool, Yeah, we'll head over.
Speaker 1: Give me uh I another perception check here.
Speaker 4: Seven?
Speaker 1: Anyone else want to try?
Speaker 4: I'd like to ask Georgie to take a look.
Speaker 12: Okay, Georgie gets a dance jump perception rooms, so nineteen
for Georgie, Oh.
Speaker 3: Nineteen nineteen. It's okay.
Speaker 1: Georgie unfortunately does not find it because it's a little
higher than.
Speaker 3: I guess he did fly.
Speaker 1: Yes, well, uh, Dravin and him find it at the
same time.
Speaker 4: I guess.
Speaker 1: There is a piece of stone that.
Speaker 3: You push in and.
Speaker 1: The secret room reveals it's right there.
Speaker 3: It's very wee mhm closet.
Speaker 1: Inside it's just a box with two gears. Oh, you
found it? I was obviously hidden.
Speaker 2: Yeah, I would like to put those gears onto the thing.
Speaker 1: Okay, all right. Upon doing so, you find that if
you turn the crank, it's a heavy duty one. It
lowers the platform I volunteer to have on.
Speaker 3: Well, before we start plunging down into the depths, let's
at least take a look around. There's some more tunnels
we didn't explode. It might be good to see if
you can find anything.
Speaker 4: Okay, is this for more cold than the rest?
Speaker 3: Of the dungeon.
Speaker 1: It has that unnatural chill.
Speaker 3: O guys, all right, so sugar back, where do you go?
What I've been in there?
Speaker 4: So I don't really want to go where that thing
came from.
Speaker 3: I actually think where we need to go, but I
don't want to Before we go any further, I'd like
to just buy something. And I'm just going to give
my bell rings the usual. I don't hold it. Look around.
Speaker 1: You see only you see a ghostly image of a
hand pointing down the hall.
Speaker 3: It's a familiar okay, the long stretchy one. No, okay,
yeah right, okay, uh actually let's.
Speaker 1: Go this way.
Speaker 4: Are you sure?
Speaker 3: Why?
Speaker 4: Just a feeling question? Okay, that's where I want to go.
Speaker 3: Okay.
Speaker 1: The whole wines down along, and you see bits and
pieces that look like they belonged to individuals, bits and
pieces of clothing, paraphernalia, not parts, not parts.
Speaker 3: No, in fact, there are good very like there's there's.
Speaker 1: No evidence of body parts whatsoever. Yeah, but there's definitely items.
You find a wallet, I.
Speaker 3: Was gonna say, any identifying items wanting the money. It's
the security guards. Okay, yeah, I was rolled on to
that because we don't have any evidence of this body
the creature is dissolved.
Speaker 1: Or further on down you find you find a note
revealing that it was obviously from one of the workers.
It's this punch card, I should say, this punch card
for work okay. And at the very end of the
hall you find what looks almost like at the far
end of the passageway, in what looks like an area
where various bits of sewage enter and then continue on
down to where they exit, what looks almost like a
nest and the rest of all of the items of
any of the characters who went missing. Are there no
parts of their bodies that.
Speaker 4: Are there? And are there any items that indicate more
than just the former now?
Speaker 1: Of yes? And most disturbingly, there is a fleshy lump
in the corner of the.
Speaker 3: Ground of It's not a turn that you've ever wanted
to hear.
Speaker 1: It seems to be pulsing, and it almost looks as
if it has limbs beginning to grow out of it.
How quickly it looks a lot like the sluglike part
of the creature you defeated. You may give me an investigation.
Speaker 4: Check twenty.
Speaker 3: Ten for me.
Speaker 4: Twenty No.
Speaker 1: Eighteen eighteen, I'm not as bad. It's a penelope. The
memory comes back to you of the time in metapla
where you're having to be visited the university and they
talked about certain organisms have the ability to divide one
enough mass is acquired, creating another organism, being how they reproduce.
Speaker 4: I will share this information with my party members. That's disturbing.
So this creature that we met is growing a new
version of if enough.
Speaker 2: Organic matters acquired, if he grows but enough? Are you
saying that he's consuming these.
Speaker 4: People to clone himself.
Speaker 2: Is that what I'm hearing? I feel like that's what
I'm hearing. I'm going to stab this thing.
Speaker 1: Okay it dies, Well, it doesn't die, it's not really alive.
Speaker 4: But does it stop pulse? Okay, that's gross.
Speaker 1: There's a release of.
Speaker 4: An icy blast as you do so, oh that's really quotes.
Speaker 1: And it stops folzing and begins to just dissolved it.
Speaker 3: Okay, this is different. Yeah, I've not seen something like this.
Speaker 6: M hm.
Speaker 1: Hm.
Speaker 3: Well, as morbid as it is, I think we should
have a look through some of these items see if
we can find anymore identifying items or features in this pile.
Of stuff, perhaps give some closure to other victims families.
Speaker 4: Mm hmm, I agree.
Speaker 8: Yeah, as many bits as we can pick.
Speaker 5: Up, we can we pick up.
Speaker 1: Okay, upon searching you can find various things. You gather
as much as you can. But but yeah, go ahead,
you do that.
Speaker 3: Okay, is there anything else you do?
Speaker 4: So check out that other time?
Speaker 3: I think we should explore the rest. Yeah, okay, So
is this actually a door?
Speaker 1: That is a door? Yes? It I it is. Excuse me,
it is locked, but it's just a padlock.
Speaker 3: Okay, well did it to go? Okay, give it a try.
Mm hmmm nine nine.
Speaker 1: Okay, it doesn't break, you don't. You don't get into it.
Speaker 3: Try it again.
Speaker 1: You want to spend time doing that.
Speaker 3: Let's go this way and then we'll try it again
on the way back.
Speaker 1: Okay, okay, so you come this way. This door is locked,
but there's a key ring hanging on the wall.
Speaker 4: I think, I think, I think before we grabbed a
key ring, we checked for booby trips, grabbed it nothing
that would be smart.
Speaker 1: Good, thank you, very good. Don't forget that kind of thing.
Speaker 4: I'm this job. I'm sorry. Okay, got it worked out this.
Speaker 1: Time, it'll locks the door and what's inside. So the
room opens. Uh, please make me a perception.
Speaker 3: All of us.
Speaker 4: M Georgia too.
Speaker 1: Eighteen.
Speaker 4: I rolled a natural.
Speaker 3: Water fourteen for me.
Speaker 1: Fourteen can Georgia Georgie's luck? Yeah, y'all got George eighteen eighteen.
Speaker 4: I also got eighteen.
Speaker 1: Okay, good, so eighteen eighteen. All right, looking into the room,
you see what looks like bits of mud and detriment
suspended in the air.
Speaker 4: In the air. This is dumb. What does the word
detriment mean?
Speaker 2: Uh?
Speaker 1: Just like garbage, okay, okay, detritus, yeah, not detriment, detris.
Detris is what I Okay, a detriment to something is confessed.
Speaker 4: But yeah, I was like, I know the word, but
I've never heard it, is what I was trying to say. Okay,
I feel less.
Speaker 1: I'm the stupid one. So just a slip of the time.
Speaker 4: Okay, as I've never heard the word used to like
that before, step suspended in the air.
Speaker 1: Like suspended or yes, yep, is this something I've seen before?
Possibly give me a history check.
Speaker 3: Gee, oh that's pretty good. Nineteen Okay.
Speaker 1: As a child, you ran into one, literally one, then
you had to be pulled out by a family member.
Speaker 3: Don't take a step.
Speaker 4: Further, okay, and I take a step back.
Speaker 3: Okay.
Speaker 1: The things in the room begin to almost vibrate and
move forward. What do you do?
Speaker 3: Don't let that thing touch you.
Speaker 1: It's at this point you realize that these things are
floating inside a nearly comp deletely clear cubeh.
Speaker 4: Tell that she doesn't play dn D Okay, how do
you guys react?
Speaker 1: Should we roll initiative?
Speaker 4: I look at him, I.
Speaker 3: Go, how how bad does the penelope?
Speaker 4: Penelope is seeing that it is?
Speaker 2: Actually, well, it's probably too late now, but you should
have after the last fight used my vitility here.
Speaker 4: May I do that now?
Speaker 1: Probably would have been a good idea. No, not not Now.
Let's roll initiative and then you can all describe what
you do. Okay, Okay, here we are.
Speaker 4: Eighteen. I'm sure I go last eighteen for me too.
Speaker 3: Won't have a rollout?
Speaker 1: Sure?
Speaker 3: Oh I don't roll the nineteen? You got what.
Speaker 1: You got a what?
Speaker 4: We're both eighteen? First?
Speaker 1: Okay? Dravens first? Okay, so the order is driving Penelope
the cube? And then Mark.
Speaker 3: Okay, I'm just gonna yell just keep a good distance,
ly well, keep your distance from it. Try to use
range weapons if you got them, and I'll just move
kind of to the end of the hall before we
leave sight of it, and I'm just gonna fire my crossbow.
Speaker 1: Have a little hand crossbow.
Speaker 3: Okay, that is a fifteen.
Speaker 1: Fifteen will hit. I'm pretty sure you guys will only miss.
Speaker 3: If your gold one. Okay, that's nine damage.
Speaker 1: Nine damage.
Speaker 3: Very I also have a mastery with the hand crossbow,
so let me figure out what that does, all right, Vex.
If you hit a creature with a hand crossbow and
deal damage to it, you have advantage on your next
attack roll against that creature before the end of your
next turn. Nice, okay, cool.
Speaker 1: All right, very cool. It is now your turn.
Speaker 8: It is my turn, right, I'm gonna I'm.
Speaker 1: Gonna have you right next to the door because that's
where you've work.
Speaker 2: I'm gonna hook a canister up to my crossbow and much.
Speaker 4: Yeah that hits. It's eighteen, So I get my usual
D eight and a bonus. This one. That one's force damage.
This one's piercing image.
Speaker 1: Come on, that was a one and a three.
Speaker 2: Yeah, that's it's five piercing damage.
Speaker 16: And one force damage.
Speaker 1: Oh okay, So six damage total. Yes, all right, okay,
very good it is? And is that all you do?
Speaker 5: I am going to back up how far as far
as I can.
Speaker 1: Five thirty okay, this thing he's gonna move, it's five
ten fifteen. I'm gonna break, oh, break some walls here, okay,
it's right there, and yeah it is.
Speaker 4: What is this thing?
Speaker 3: It's a classic nay longster. It's called a gelatinous cube.
Speaker 4: I've heard of that.
Speaker 3: It's literally a cube of jello that can suck you
up and burn you to death.
Speaker 4: Okay, I haven't heard of that.
Speaker 1: Bas we dissolve you.
Speaker 3: Yeah, okay.
Speaker 4: And would okay, would my character be familiar with this?
Like I'm not history check it's not good okay, so no,
al right, Oh, I know I have a plus six
on history because I study history all the time. Eleven.
Speaker 1: Then that'd be enough to know you'd have read about it.
I would have seen one, but you'd have read about it.
Speaker 4: Would I have known like any advantages at Nope?
Speaker 3: Okay, I don't even think that I do.
Speaker 1: Okay, yeah, okay, it is your turn.
Speaker 4: Okay, Well I'm going to back up. Okay, I can
still at that ankle. I could still shoot it.
Speaker 1: You could shoot and then back up.
Speaker 3: Yeah, because you're technically five feet away.
Speaker 1: From Yeah, you're you're more than five feet away from
your ten feet away.
Speaker 4: And I don't have any disadvantage being that close because
it doesn't have armsteads.
Speaker 1: Through friendly Oh, I allow people to move through friendly
players spaces.
Speaker 9: So okay, yeah, okay, five five five damage?
Speaker 1: Okay? Nice? All right?
Speaker 4: Then I'm I run away as much as I can.
Speaker 1: Drabbing your turn, right, I will.
Speaker 3: I'll just move back to like here, okay, and then
I'll take a shot at it. Okay. Oh bomb, that's
a ten it hits okay, sweet, and I'll use my sneak. Oh,
I get advantage. What am I thinking because of my
ves Oh that's right? Eh?
Speaker 1: Oh my god, I didn't know. You just always have
sneak attack.
Speaker 3: I basically with VEX if you hit oh gosh, okay,
I still only get it once a turn. Uh So
that's nine plus three is.
Speaker 1: Twelve twelve more damage? Okay? Good. So you guys are
just you're literally walking back from it and going through
through shoot into it. Yeah, it's just you don't hit
as it ghosts.
Speaker 3: If I need to use my bonus action dash. I will,
but I'm gonna just be right beside that door at
the weekending of my next turn.
Speaker 1: It's google five ten, fifteen. Oh, I guess you get
a turn. But what do you do on your turn?
Speaker 4: I shoot it with my crossbow?
Speaker 1: Okay, yeah, twelve, That hits and I'm not using it.
Speaker 4: The bolt strike this time eight damaged. Oh wait eight
plus two it's ten damage. Ten damage, yep, and then
I am.
Speaker 1: That leaves it bloody?
Speaker 4: Back up? Really yeah?
Speaker 1: Yeah, you guys are doing great?
Speaker 4: How far cast as far as I can?
Speaker 1: Six? Okay, and now it went, so you get to go.
Speaker 4: That was it turn? Oh it doesn't.
Speaker 3: It can't fast.
Speaker 1: It's not very fast. You'll notice as it's going down
the hall, it's literally picking up all of the like,
all of the fecal matter, everything. It's just picking up
and it's just dissolving it. Obviously, this is what they
used to clean the place. There's the reason it was
in a room.
Speaker 4: This is their janitor. I guess that's my role, Thank goodness,
because it is a twenty one.
Speaker 3: Now I'm just thinking about how you could make a
D and D port. I'm not sure that's why my brain.
Speaker 1: Went there, but seven seven damage.
Speaker 3: Someone could do good business.
Speaker 1: Yeah, okay, wait, you.
Speaker 4: Are headed to awards the door. I just stay back
up towards the walla space. But otherwise I am you're
gonna stay there, staying all right, drabbing your turn.
Speaker 3: I mean, I was gonna maybe try and open the door,
but then when I noticed that it's not looking too hot,
I'm trying to decide because it's like, you know, would
we figured out that it is the cleaner down here?
Speaker 1: Sure? Like if like I gave it to you as
free information, it's obviously picking up and cleaning the spot.
Speaker 3: To decide if Dravin would care about like destroying the
like a sewer worker or something. Mm about like three
options and that's too many right now.
Speaker 1: For some reason, it's too too many.
Speaker 3: Okay, I I still have advantage from his vex thing.
Speaker 1: Yeah, so let me just shoot it. I'll just shoot it. Okay,
So you move out to give it a shot.
Speaker 3: Yeah, so that's seventeen.
Speaker 1: That'sh don't get my sneak. Nine nine more damage, Okay,
all right, now I guess home. I just read it.
Speaker 8: I will move forward enough to shoot it.
Speaker 4: Again.
Speaker 1: Five ten, fifteen to twenty mum doesn't eat hit that
does cool?
Speaker 4: One let's two so three three damage? Okay, all right,
and then I'm going to back up ten.
Speaker 1: So so you guys are plugging this thing full. It's
not not doing too hot. It's its turn.
Speaker 3: It moves up fifteen feet.
Speaker 1: And uh now it's marstern.
Speaker 4: I guess I'm gonna keep attacking it.
Speaker 1: Yeah as well. Yeah, oh the lovely toilet's cute twenty
three twenty that it's almost a natural twenty there, pretty cool? Yeah?
Speaker 4: Eight?
Speaker 1: Oh damage, Okay, it's not looking good. It is your
turn driving all right?
Speaker 4: Oh wait I want to move?
Speaker 1: Oh yeah, I should almost make it so you can't
pass through your own characters.
Speaker 3: So it makes encounters like this fall.
Speaker 1: Deadly because it's because i'd be stuck.
Speaker 3: I'm just shooting it again. I still got my advantage starting.
I was hoping for.
Speaker 1: Critical. You double your dice.
Speaker 4: Yeah, that's it.
Speaker 1: What's it?
Speaker 3: So I rolled the twenty.
Speaker 4: That's the same things I've got.
Speaker 3: Ooh nice, So that is twelve plus three is fifteen damage?
Speaker 1: Fifteen you destroyed it?
Speaker 3: Yeah you get it.
Speaker 1: It stops moving and it just starts to melt.
Speaker 3: Yeah, this is this next thing feels really strong, Like basically,
if I it's something with this ham crossbow, I'll be
able to keep giving myself advantage. Advantage.
Speaker 1: Yes, kind of wild's really good on a row super goods.
It's rather vaccing for the DM.
Speaker 2: Okay, before we continue on too much further, I am
going to take a vitality serum.
Speaker 3: Okay.
Speaker 4: I have one of them pro long rest one D
six plus my level.
Speaker 1: Okay, so that'd be one D six plus three and
you get seven seven off that.
Speaker 4: I need that.
Speaker 3: All right? Oh what was that, madam? Not mad.
Speaker 8: I use acroom to create it. Feeling much better, I'm
drinking it.
Speaker 3: That seems entirely hopeful.
Speaker 1: All right, let's try this door again, okay, So go
ahead and give me a.
Speaker 3: I'm on lucky high two plus five seven. I'm pretty
sure that rolled.
Speaker 1: You're really struggling to unlock this lock and uh and
you hear a bit inside of it kind of break.
Speaker 4: Imend it.
Speaker 11: But what about those keys, pen do you think one
of those will fit in here?
Speaker 4: I can certainly try try all the keys, Okay, one
of them doesn't figures.
Speaker 1: Okay, the door opens up. There is daylight on the
other side. As it is the exit to the sewers.
Speaker 4: Nice, okay, it's cool.
Speaker 3: Can we get up through the whole wee came down?
And what do you think? I mean, if you wanted to,
I just.
Speaker 4: Don't want to see us in this pit. Let's go
descend into all right, a quick look?
Speaker 1: Okay, all right, so you go to the pit? Who
gets on the.
Speaker 3: All right?
Speaker 4: All of us?
Speaker 1: Right? Well, somebody has to turn the drink. Okay, yeah,
those those hero's Kennedys don't quite fit.
Speaker 4: I can't pretend that. Yeah, I pretend to be like brave,
but I just wait. No, I pretend to be like,
oh yeah, I'll do.
Speaker 1: It, Fredrance, don't worry. But it's like creed back and forth.
Speaker 3: The ocean's under you.
Speaker 1: Yes, okay, so you needian to turn the crank?
Speaker 3: Is that what happens?
Speaker 1: Okay, give me a strength saving throat.
Speaker 4: Maybe I should Maybe I should have double checked that
this crank works before I go.
Speaker 3: Can I be assisting?
Speaker 1: So I didn't realize.
Speaker 3: I thought they're like the pulleys And.
Speaker 1: Okay, you do it, but you start to struggle. As
she starts to descend.
Speaker 3: A little bit, I'll come over and with.
Speaker 1: The two of you. It's it's much easier rolled over. Also,
you're like, sorry, little chandler, Okay, you have your lantern
with you.
Speaker 4: No, you need to toss for l yep.
Speaker 1: Wait, give me a dex saving, your precious dex check.
I guess is what it means dex athletics eight.
Speaker 4: Is that your athletics athletic athletics and strength or do
you want that or acrobatics?
Speaker 1: No, I want a dex athletics which doesn't exist.
Speaker 3: Because you can do that.
Speaker 1: So what you do is if are you proficient with athletics?
No exident, she's half.
Speaker 3: Proficient, a bar pretient with everything.
Speaker 1: Well trade at this point, Okay, she already has that,
I think right, So you add half your proficiency modifier
to your I should say, yeah, so you get a
plus you get a plus one to whatever. Your dexterity
modifier is a deck.
Speaker 3: Sterity modifiers that on. So it's plus three because you
get an extra one. Okay, what's this that's a dexterity
saving through Oh okay, so that's yeah, that's something different. Yeah,
he's doing he's asking you for a weird thing.
Speaker 1: This is it's a weird thing that happens rarely.
Speaker 3: It's not a normal thing.
Speaker 1: It's not a normal thing, basically.
Speaker 3: Yeah, it's it's plus okay, all right, So roll your
D twenty and then that's three each one okay, yeah,
four plus three.
Speaker 4: Plus three seven.
Speaker 1: The lantern tumbles love, Shoot, you owe me about flat?
Speaker 4: But is it still on?
Speaker 1: It is still on as it goes and you see
it fall a long ways and then suddenly go out with.
Speaker 4: A splash, with a splash, splash. Give me a second, can.
Speaker 1: I So what I'll say is you continue to go
down and as you near the bottom, you see with
your dark vision lots of water going in and out,
and there's obviously a tunnel, like a natural tunnel out
to the ocean. And this, this elevator, this lift essentially
brings you down to a little platform of rocks. They're
not it's not constructed like like this wall up here is.
But you can tell they've been kind of gathered and
stacked on each other, right, So it's not work stone,
but it's just rocks. They've been gathered to make an area.
Give me a perception check.
Speaker 4: Wow, I'm not rolling great right now. I can't remember
what my numbers are?
Speaker 1: Eight eight, all right, wait, am I supposed to?
Speaker 4: Okay, when do I add this?
Speaker 3: Don't worry too much about that. That's factored into these automatically.
We were just having to make a custom number, so
we needed to extra different, you get it.
Speaker 1: So with the eighth you can see that there's obviously
this is a place where some sort of ship comes in.
Speaker 5: Oh, it's a large it's a large area.
Speaker 1: Do I also see a well not okay, not a
huge ship, but like like a robots a robot, okay,
but a big robot, like like bigger than normal.
Speaker 4: So and do I see my lantern?
Speaker 1: Yes? Yes, you find your lantern if you want to
take some time looking round.
Speaker 4: I feel like I'm gonna want that in the future. Okay,
all right, Yes, you.
Speaker 1: Can get into the water if you want.
Speaker 4: I can just buy you a new one. Before I
just hop on into the water, I'm gonna pick up
one of those rocks.
Speaker 1: I'm just like, yeah, okay, nothing happens water, It's just
into the water, okay.
Speaker 4: And can I tell the depth of the water.
Speaker 1: With dark vision, you wouldn't be able to tell.
Speaker 2: From the is there any light coming in through the
like openings?
Speaker 1: Like?
Speaker 4: Okay? So I have the platform thing that I'm this
is a.
Speaker 1: Big pit tho compared to So the tunnel goes down,
it enters into a bit of cabra with like cave
system that goes out. There's water moving it, okay for
some of the ocean.
Speaker 4: And I am currently on the platform.
Speaker 1: You can you can get off onto the rocks if
you want.
Speaker 4: I'm just gonna like without getting into the water. I'm
going to reach around from the platform and from the rocks.
Speaker 1: You may give me another perception check.
Speaker 4: Hey do you get.
Speaker 3: Okay?
Speaker 1: So you do not find your lantern I gave last
I need you to give me a acrobatics check. Ten
ten okay. So as you're walking around, your foot slips
into the water a bit, but you don't fall it okay.
And and as you're doing that something as as you
bring your foot out of the water, you catch on something.
And looking you see that there's a bit of splintered
wood that something obviously ran into a walk here, and
there's some broken wood.
Speaker 4: Okay, can I observe it.
Speaker 1: I'm closer observing it. You see that it looks like
it was part of possibly a boat. And there's a
little metal plate on it that says, M period, M period.
Speaker 4: Do I know about from anything I've read in the library.
How big is it? Can I take it with me?
Speaker 1: It's like a little metal plaque, kind of like what
you would see on a business vehicle to identify the business.
Speaker 4: I wouldn't take it with me.
Speaker 1: Okay.
Speaker 3: At this point, I'll probably yelled down to make sure
you're still alive, and.
Speaker 4: I would yell up, hey when we were here last,
did you read anything about an M M ship?
Speaker 17: What the echo is a bit hard? Something about EM
and M.
Speaker 4: Do you know the M M ship? Or maybe wu.
Speaker 3: W, I don't know what you're talking about.
Speaker 4: We're gonna pull you back up. Probably the best I
hopped back on, trying.
Speaker 1: To winter backup. No issues, okay, okay, the ropes are
still fairly new. They've obviously well kept. It is unnaturally
cold at the bottom of that place.
Speaker 4: Yes, okay, Wait, did I know how I was down there?
Speaker 1: You would have noticed it, yes, okay.
Speaker 4: If I had metaph before I came back up, I
would have looked for more of that skin sack thing.
Speaker 1: Nothing, okay, okay, skin sack thing yummy?
Speaker 3: All right?
Speaker 1: Uh you you get back up?
Speaker 3: Where do you go from? Here.
Speaker 5: I think out that door and went back to the
warehouse from the top side.
Speaker 1: I don't want to go crawling through a sketchfully from it.
Speaker 3: Again, that's fair enough. We can go around.
Speaker 4: Through the door to know that our monster has been killed.
Speaker 3: I assume you'll fill the same.
Speaker 4: And yeah, I passed you the play on like the m.
Speaker 3: M m m. I see, I see. And you said
it looked like it was from a ship, a boat
or something.
Speaker 4: I think so. And we studied a lot of crashed
boats last nime we were here, but we don't recall
this one.
Speaker 3: I don't think it's ringing a bell. Okay, why would
the ship want to go in the place like that?
Speaker 4: Smuggling of Perhaps.
Speaker 2: I before we leave, I would like to put the
gears back in here.
Speaker 5: Okay, I'm going to leave it the way that we
found it.
Speaker 3: Okay, all right? Ships go in there to flop.
Speaker 1: There, alright?
Speaker 4: So anything good can we discuss before we leave?
Speaker 3: What a great question?
Speaker 1: That's the question?
Speaker 4: What?
Speaker 1: Perhaps why is better?
Speaker 3: I don't know what. I feel a little lost here.
Usually when we come across one of our cases, we
can find out why A malevolent spiritual presence or paranormal
creature is affecting an area, but this feels different. I
don't know what that thing was.
Speaker 4: We defeated it. Can we get paid? Did you point
out did you point out to us that you noticed
that that creature is to make.
Speaker 3: We did? We did. But was the little fleshy mound
sack thing.
Speaker 1: It was not as big as it was not as big.
Speaker 4: As it did? The coffin appear used or was it
dressed a coffin being shipped.
Speaker 1: To a There was definitely something inside the coffin there.
Speaker 5: Had been, Okay, okay.
Speaker 4: Because what I was thinking was perhaps as some sort
of active waging war, they like started by attacking the
shipping ground, and the creature did not initially go down.
The creature initially came.
Speaker 11: Right thing, But what I don't know if the creature
was inside the coffin, and I would think.
Speaker 3: It would have come in by a regular shop.
Speaker 4: That's fair either way. I think this is some sort
of attack.
Speaker 1: Interesting.
Speaker 3: I have no clue what that creature could be. I
think we're gonna have to.
Speaker 1: Go do some reading back to the library.
Speaker 3: I think that might be a good idea.
Speaker 1: Okay, well, if that is what you guys want to do.
We will end there for tonight, right, and we'll reconvene
with your library escapade and get paid.
Speaker 2: Should we first inform the people that we've ended the
monster or do we want to do that?
Speaker 3: Yeah, we'll do that first.
Speaker 1: Yeah, we can do that quick. Sure, So you go
back to the warehouse.
Speaker 9: Yeah, all right.
Speaker 3: Knock on the door.
Speaker 1: The guy who's locked in the foreman, he unlocks all
this stuff. He's like, did you figure it out?
Speaker 4: We'll explain what.
Speaker 2: We found that we killed it, and we'll hand over
all of the trinkets.
Speaker 4: Of people who have passed on.
Speaker 3: Unfortunately, can tell him that it's more than just what
was in the warehouse.
Speaker 1: Oh my, well, thank you greatly. But you dispatch the thing.
I shouldn't be having any more issues.
Speaker 4: We did.
Speaker 2: Yeah, I think we're going to stick around and do
some of our own investigation surrounding this.
Speaker 4: We have questions.
Speaker 3: We might be in town to day too long or
so if something does come up, we'll do that.
Speaker 1: Well, but your monster's gone, thank you. Do you have
any evidence that it's gone?
Speaker 4: Well, we're still alive.
Speaker 3: Unfortunately, the nature of the creature meant that after we
killed it sort of dissolved to dissipate. It can't bring
me a piece of its body or anything.
Speaker 1: Well, the fact that you brought me these, I think
is proof enough, so I will accept your word on it.
You came highly rated.
Speaker 3: So here you go.
Speaker 1: He goes back, he grabs he he hands you each
a little sack of twenty five gold. She says, we
very much appreciate this, and if you can find out
what's going on with our town, we really we could
use the help. And with that he bids you farewell,
and you head towards the library to see if you
can figure out what it is that's going on, and
we will end there for tonight. Please join us next week.
We will be doing this every week. And yeah, if
you like what we're doing, please comment, subscribe, ring the bell,
do the bell notification so that you always get an
alert when we post a new video, and.
Speaker 3: Don't forget to check out the Patreon as well.
Speaker 1: Yes, in the description of the Patreon it's in the description.
We use our music from White Bat Audio. Again, that's
Carl Casey at White Bat Audio and it's great stuff.
Please check it out. We are going to be getting
some custom miniatures from hero Forge and hopefully we'll have
those soon. They're just in the works right now. And yeah,
we'll see you all next week.
Speaker 3: Thanks everybody, Bye,