Speaker 1: Good evening, patrons, Welcome back to Tales from the Old World.
It is us Dragon's Greed Gaming and we are so
very excited to have you with us tonight as we
delve into Session number six, episode six of our monthly
Patreon only campaign. You know me, I'm the host. I'm
the great unclean one, and We're gonna delve back into
the Old World tonight and see what our party decides
to get up too. So let's do a quick round
of introductions and tell us who you are, who you're playing,
if you spent any XP, tell us what you spent
it on, and if there's anything else that we should know,
and let's go down the list here. So we'll start
with Ben.
Speaker 2: Yeah, so I did. I'm Ben Carris and I don't
have no idea why I gave my last day, but yeah,
we been looking forward to this last few weeks. I'm
playing Richter Blum and I just upgraded my guy from
clerk to townsmen. Gives me some really really interesting skills here,
consuming alcohol, evaluate some local lore, and the ability to
brawl or play anything. I'm also looking forward to using
my bribery abilities for the next coming days here. But
no I mean, it's character just starting to come together here,
so I'm looking forward to using them.
Speaker 1: Cool, excellent. Yeah, we're getting a double dose here because
it's only been a week since we last played, so
we'll finally be on our regular schedules, though hopefully at
least for the foreseeable future. But I'm always looking to
get more fantasy and cool. Next on the list is
is the Frog.
Speaker 3: They they call me the Frog. I'm playing horse Konig
and I haven't spent that much XP between sessions. I'm
gonna sit on it and then do my I think
class advancement after this.
Speaker 1: Probably you have a bunch saved up right now, have
a good amount.
Speaker 3: Yeah cool, we'll see how that goes. Jump up a
level on Warrior Priests to a Silver Warrior Priest. Maybe
buy an expensive breastplate or something.
Speaker 1: There you go, it's helpful, Believe me, it's helpful.
Speaker 2: For your life. Remind me to tell you about the
time I played at Brittonian in a friend's campaign that
Chris and I used to know what I what I
did with what I did with my Brittonian armor or yeah,
to get a full plate set.
Speaker 1: I don't remember that, but I do remember the.
Speaker 2: I sold my family heirloom like uh it was armor
that was passed down through family, and the guy said
he would buy it for me if I sold it
to him, and he'd give me full plate. And I
was like absolutely. First part of the game is like
first first day of the game. I had full plate
for sure. Bigger numbers, strategic.
Speaker 1: All right. Next on the list, Mike.
Speaker 4: Hello, playing Arnold here once again. Last time we finished off,
I upgraded some stats of mind strength tickstairs, prety, toughness, perception,
getting bigger, stronger every day.
Speaker 1: Sounds like it. It's all coming together. Are you close
to being able to go to level two if you want?
Speaker 4: I believe I can at this point, but I have
not yet done, so gotcha cool? Kind of looking into
that for the near future, though, you might.
Speaker 1: Want to pick up the hardy talent before you do.
I can. I think that one gives you more wounds.
Consider consider those talents before you go.
Speaker 4: Only one. Yeah, might as well get that when I
can at.
Speaker 1: Least, all right. And then next we have a Kyle. Hello.
Speaker 5: It's Kyle. I am playing Bogahar Hellfoot, the dwarf outlaw
who last session. At the end he was leveled up
to level two outlaw, which basically he's now like the
word outlaw brass too, which gives me new skills dodge,
heel lore, local perception and arranged bow and stealth, rural
good talent in the new one.
Speaker 2: Does it give you better wax making skills?
Speaker 5: I was looking into that. It doesn't look like I'm
going to be getting a lot of good fellowship or
dexterity stuff.
Speaker 2: Hey you got old Richter plum here in your back
packet with your fellowship.
Speaker 5: Well that's what the unusual education stuff is for. Yeah,
and just now before we are getting started, I leveled
up heel and dodge a little, so if the boy
doesn't want to thunk, he'll try and roll out of
the way slowly.
Speaker 1: Cool. All right, So your level two and Richter's level
two and Ragne are you level two yet?
Speaker 6: Rage could go to level two, but he has decided
to wait so he can get an extra level in
that dual handing, so he gets two success levels every
time he punches someone that's a smart dwarf.
Speaker 1: Yeah, it makes sense.
Speaker 2: That is that is U was gonna help for those
more trolls we're gonna fight, Yeah.
Speaker 6: Or ogres or giants or whatever next to beast rears,
it's head or whatever homeless guy we kill in here
who's acting like the bad guy.
Speaker 2: If we have to double punch that duchess, duchess in
the face, can you do it?
Speaker 6: Unless her weapons insanely high?
Speaker 2: I feel that she hasn't touched a whipon in her life.
Speaker 5: Bro, Well, one second, afford a bow.
Speaker 6: That's just a fascinator like Kennedy.
Speaker 1: Yeah, and Sean, did you level anything else up?
Speaker 6: Or yeah, Ragney leveled up his willpower. He had to
level it up five times, so you go. And so
now it is at fifty eight base.
Speaker 2: Wow.
Speaker 1: Oh yeah, dude, you've probably Wow. Your cool is probably
in like the sixties or seventies then, isn't it.
Speaker 6: I think it's around eighty.
Speaker 5: Damn dude, Ragny's cool as fuck.
Speaker 6: Yeah. So bass is sixty eight. But anytime I take
a cool test, I get plus twenty because of the
fearless everything's skilled.
Speaker 2: Your base is sixty eight, what.
Speaker 6: Bass fifty eight? Ten advances and then plus twenty for
the fearless everything.
Speaker 1: Well, that makes sense because they are fearless in Warhammer.
Speaker 6: So he is indeed a fearless guy.
Speaker 1: All right, well, there you have it. Our party is
slowly making some good progress here and getting more powerful,
developing their skills and starting to establish their I don't
know there, what's the word I'm looking for here? Sean
their reputation here and presence a last we left the
group had finished off some endeavors, Arnulf went solo hunting
for the von Brunner patrol the party, netting name a
fine bore who was unscathed in the face and probably
going to become a centerpiece of the feast. And then
you guys had spoken a little bit with Mayor Grousi,
with Richter kind of making an alliance with him. And
even though you guys declined his his job that he
offered to attack and destroy or steal the coal barge
of the von Jungfreud family, Richter had agreed to try
to find some people to take your place and help
him with the job, and after some wheeling and dealing,
found a decent group of men who would take on
the task. They certainly aren't the best mercenaries around, but
they're not the worst either, and Richtor could tell that
they are probably willing to get their hands dirty if
need be, so, we'll see if they can pull that off.
And then you accepted one of your first two jobs
by meeting with Bonniel von Brunner, one of the von
Bruner children. And you had met her along with her
brother Gutiel and their cousin Amara, who is the woman
who's now betrothed and that they're having the party for
in about four days. You met them on one of
the family pleasure barges and she explained that she wanted
you to track down this highwayman fish rook, and after
a bit of arguments with her and the guards, you
guys eventually set out. Actually, you guys did a little
talking around the town. You managed to track down two
people that I believe you tracked down two people that
claim to have been victims of the highwayman robbery, found
out a couple of clues and a couple things about
each of those robberies, trying to piece the puzzles together,
and then decided to head north towards Sigmar Temple, the
town a little ways up north, and try to find
the maybe find the ruins of the Griffin and Hammer
in which you found out from Tote Steak Hallstrom who's
like a minor acolyte in the Church's sigma. That that
is where the original Fishrook used to make his hideout
and also where he was eventually cornered, captured, and ultimately
executed and hung for his crimes. You also discovered there
is a book called The Fishrook Deliance which tells the
story of Fishrook and kind of romanticizes his robberies, making
it a bit more dramatic and probably embellishing the truth
a bit. I think he discovered the author's name of
that as well. But Bonniel offered a decent amount of pay,
offering to pay you guys every day as you're working,
and then an extra purse of gold should you capture
Fishrook alive and bring him to justice. So you guys
had headed north through the snow and the cold, most
of you suffering from the effects of the cold, other
than your slayer who was smart enough to buy a coat,
and then realizing you're in far too small of a
village to really find any good winter clothing. And that
is where we ended as you guys were calling it
a night in the little village of Warfull. So just
a few housekeeping things from last week. I had you
all make endurance tests because of the cold, minus Ragney
because he's properly dressed, and everybody passed except for Richter.
So I think the best way to do this is
just show it to you and explain it. So, Richter,
you have contracted a cold from being exposed to the
weather and not passing that test. So I'm gonna put
this on your character sheet here and some stuff might
pop up. Did anything pop up to roll anything on
your screen?
Speaker 2: Look? I had stepped away for just a quick second.
Nothing popped up on my character's sheet to roll. Okay,
so it didn't show up.
Speaker 1: Go to your effects tab and you'll see under diseases
it says common cold. You can drop it down and
it'll give you all the effects. But what I need
you to do is I need you to roll where
it says incubation and duration, because that'll determine how long
it takes before you start suffering the effects the cold,
and then how long it lasts.
Speaker 2: I do not have anything that says diseases on my
effects tab. Really, yeah, I just have temporary effects, injury,
critical psychology, corruption, I mutation, passive effects, disable effects.
Speaker 1: Maybe it's hidden because I'm looking at it right now. Okay,
I will roll this fast.
Speaker 2: I see. I see system effects, which is cold exposure. One.
Speaker 1: No, no, no.
Speaker 6: If you scrolled down, you have things like Tubo's convulsions fever.
Speaker 1: Here we go here, No, it's it's because I didn't
set the incubation of duration. So the incubation is forty
nine hours. So basically in two days is when the
effects of the cold will start to affect you. And
it lasts for two days. So you got pretty lucky there.
It's not lasting for a very long time. However, once
it is in effect, you are suffering from those two
effects that you see under passive effects. You're suffering from
coughs and sneezes and lays. And I can tell you
what those do. I'll just put them here in the chat. Wait,
let me put them public here so you can read
these coughs and sneezes. There you go.
Speaker 2: You don't feel well at all. Well, you're tired, find
it hard to concentrate, and just generally ill back.
Speaker 1: That's malaise. You also have the other one, coughs and sneezes.
Speaker 2: A way that did apply a fatigue.
Speaker 1: Okay, I shouldn't though, because you're not actually infected yet.
Speaker 2: This is not Wait a minute, yeah, I mean it's
just it's gone back to one. Huh.
Speaker 1: Well, you don't have to worry about that for two
days anyway. So let's see if there's a way for
me to delete that off your character sheet. You seem
to redo it.
Speaker 2: There we go, So I get both at the same time,
or coffin sneezes first and then malaise.
Speaker 1: You get them both the same to every every disease
in the game. I'll just redo this. Can I set
this manually? Okay? Yes, I don't click any of that.
I mean you can left click it to open it
up to see what they or no you can't. Yeah.
So once once the two days, once the forty eight
out or forty nine hours passes by, uh, then you
will be infected for two days. Oops.
Speaker 2: Wait, this is in like orgon Trail where I like
and all of a sudden, I'll just die of you know, dysentery.
Speaker 1: You could yeah, if you if you're if your cold,
your cold can get worse as uh was it was
it Levope found out in Gallow's Geist. I don't know,
someone got sick and the sickness just would not go away.
Speaker 2: Yeah, yeah, yeah that I just killed him.
Speaker 1: No, but it it it kept getting worse, It drained meta,
it was crippling him.
Speaker 6: Yeah, he definitely felt like he wanted to die.
Speaker 1: And it was right before the final battle too, so
he had to burn some medacurrencies to like actually be
able to fucking fight. So anyway, oh yeah, so I
can keep track of that. When I look at your
character sheet, it shows but if you want to write
down in your journal, you have basically two days until
it starts affecting you, and then it'll last for two days.
Speaker 2: It's a horrible way to die. Be like, what got
you in that game? Cop it cold, shut the puck.
Speaker 1: Yeah, I think you had something a little worse than that.
But anyway, the second thing we need to do really
quick is to see we're gonna roll this for off
screen as whether or not these guys that you introduced
mayor Grousi too are going to be able to complete
the job. So what I did is I rolled their
stats for like the thugs, and they have a skill
of thirty in the skill they're going to use, and
then I gave them plus ten percent for every success
level you had on your test, which was three. So
they've got a skill of sixty percent to attempt this.
So go ahead and roll me a D one hundred
against their skill of sin sixty. Obviously, the better you roll,
the better the effects. If they fail, you may reroll.
But if you do reroll, then they have to resort
to some sort of violence and or murder to try
to get the job done.
Speaker 2: And slash roll D one hundred.
Speaker 1: Just click the D one hundred in the bottom corner
under the chat log.
Speaker 2: Oh there we go. Eight.
Speaker 1: That is five success levels.
Speaker 2: Oh yeah, bros.
Speaker 1: All right, so let me just go all right, Well
we'll see what the effects of that are, but suffice
to say their job pretty much goes off without a hitch. Okay,
so back to where we were. You guys have reached
the town of Wrefull. You've spent the night there, gotten
some food, warmed up, gotten. I think most of you
stayed in the common room. And it is the next day.
What would you all like to do?
Speaker 2: God, I'd like some tea Jesus.
Speaker 1: Yeah, I definitely definitely feel it coming on.
Speaker 2: Yeah, I mean, so we're in and in right, I
think we patched up in an in. So I'm gonna
head down and see if I can't get myself a
cup of tea, and I am going to try to
scam it. I'm gonna try to see if anybody's got
a coat that I could buy off of them.
Speaker 1: I believe everybody went shopping last time and you were
unsuccessful in finding coats.
Speaker 2: I know, but somebody, somebody else is living at that
lotche Am, I'm wrong.
Speaker 1: No, well, sure there's people at the end, but.
Speaker 2: It killed a bear around here recently, I mean or no,
I'm not asking that out loud. Sorry, I'm really gonna
go up to the I'm gonna try to barter it.
Do anybody have an extra coat, any type of fur,
anything that would put some layers on me?
Speaker 1: Yes, give me a gossip test, please.
Speaker 2: Straight up?
Speaker 1: Mmm, it's opposed.
Speaker 3: Oh yeah, oh killing at fifteen that time, and.
Speaker 2: I'm roll it better with him sick?
Speaker 1: All right, So you do find one guy who has
an extra coat, and it looks like he might be
willing to part with it. Let's see how much a
coat costs, unless Sean, you've got it readily available.
Speaker 6: Uh, let's see, it would be by trap bate.
Speaker 1: I never mind I got it. Now, what's the fucking
gold ratio in this game? Again? Okay? Uh? He says,
he'll give it to you for two gold?
Speaker 2: Get what?
Speaker 1: How much?
Speaker 2: What? I know how much of coat costs?
Speaker 1: Uh? You know it would probably be around a gold.
Speaker 2: Tell him, I'll uh, well, I'll you know what, I
don't know why I'm saying. Tell him, I'll say, uh,
I'll give you a gold and I'll buy your breakfast.
Speaker 1: Give me a Hagel test.
Speaker 2: That is not very good.
Speaker 1: This is a failure. He says, No to gold and breakfast.
Speaker 2: I walk away. I'm not I'm not negotiating with that bullshit.
Speaker 1: You good luck freezing out there, buddy.
Speaker 2: How about I murder you because I walk away? Oh?
Speaker 6: Why would you say that out loud?
Speaker 1: You hear from over your shoulder, he says, Come again,
I just keep walking. You guys see this guy get
up from the bar and start walking towards Richter.
Speaker 2: Dwarfs. I deliberately. You know, I wasn't gonna hate if
I wasn't gonna get the haggler, you guys are gonna
have to kill him?
Speaker 4: Oh what?
Speaker 2: No? Man?
Speaker 1: Uh, he says, Hey, I'm talking to you, buddy.
Speaker 2: Hey, I'm not causing any problems here, all right, go
back to your eating. You didn't want to agree on
the price. He didn't agree on the price.
Speaker 1: He uh. He taps you on the shoulder and make
you turn around, try to get your attention.
Speaker 2: I look at him and say, excuse me, what can
I help you with?
Speaker 1: He says, uh, you better watch your tongue, buddy, He says,
we don't take kindly the threats around here from outsiders?
Speaker 2: Are we reliving the Star Wars Cantena here? You might be.
Speaker 6: Everyone else is just watching what's gonna be a very
brutal beatdown occur.
Speaker 2: Guy, Just please go back to your seat. All right,
we didn't agree on.
Speaker 1: He says, No, you know what, I think you need
to fucking leave right now. You and your friends can
get out of our town. How's that sound?
Speaker 2: Doesn't sound good to be.
Speaker 1: Some random guy that he was talking to at the bar,
not not like clearly like a guard or anything like
you know, I he to you, Arnold, he he probably
looks like he's some sort of like maybe trapper hunter, woodsman, outdoorsman.
Speaker 4: We can't just let this guy talk to us this way.
Speaker 2: That all right, guys, that's the spirit.
Speaker 6: Have we at the bar like us been paying attention?
Have we heard what's going on between.
Speaker 1: Anyone who was down there at the bar probably heard
what he said. Yeah, he probably heard the whole conversation.
And you can see that a lot of eyes are
are starting to fall on you guys, including the barkeep
who's got his arms crossed, looking very very upset.
Speaker 6: Ragney will say in dwarfish, why are the humans always
like this?
Speaker 1: Uh?
Speaker 5: Yeah, how would shake his head and uh just reply,
are we getting out of here? Or should we pretend
that we don't know them?
Speaker 1: Before Ragney can answer. To your surprise, the bartender seems
to answer your question in kosalid. Oh, and he says,
I don't have any problem with you folk, as long
as you don't cause any trouble. But your friend here
is ask him for a beatdown. And then he shouts
to the guy and he says his friends can stay.
They haven't caused any trouble yet. I'm not paying customers.
And the guy kind of looks over his shoulder at
the bar keep. Clearly he knows this guy, and then
he takes a look at Arnolf and Horst, you know,
kind of sitting there at the table, and he just
kind of gives you guys a bit of a grin,
and then he looks to Rickor he says, well, you
heard the man. I guess you're on your own, buddy.
Speaker 2: How about for you trouble, we'll get you some food here.
All right, let's take it easy. Nobody needs to get
kicked out.
Speaker 1: Give me a charm test at minus ten.
Speaker 2: Not good.
Speaker 6: Yeah, you're rolling against the twenty two after threatening to kill.
Speaker 1: He uh, he scratches his chin for a moment, and
then uh, he gives you a smile and he says,
see we can be civil. And he uh he kind
of puts like an arm like around your shoulder to
kind of like guide you back towards the uh the bar.
Speaker 2: Yeah, awbach is a breakfast.
Speaker 1: It's one silver all right, there we go. He makes
like a bit of a show of it, like like
really hamming it up, like you guys are chumming but
clearly not you know, just trying to make you feel
unco comfortable. But when you get up to the bar
and if you pay, you know, he uh he probably
says some Snyder remark like see we can all get along,
ye and and and then He's like, now, funk off,
and he starts eating.
Speaker 2: I just look at the group and be like, where
are we on that one?
Speaker 1: Huh?
Speaker 2: As I flip over the thing, the silver shelling, to
the bartender, they pay for his meal.
Speaker 1: He nods to you, and the bartender says to the
dwarves again and Cosalid he says, might want to watch
what your friend says around these parts.
Speaker 6: Ragne will respond, yeah, we'll try to keep him contained. Apologies.
Speaker 1: He just kind of like, you know, gives you a
nod and goes back to cleaning a couple, uh, a
couple of you know, glasses.
Speaker 6: Still in Coslin, just kind of looking towards Bogahar if
as if I didn't have enough shame.
Speaker 7: Yeah, bogar chuckle.
Speaker 6: Rick go ahead, Oh sorry, no, no, go go the human.
You can talk to your you're human. I'll say my
bed after it, I need.
Speaker 3: I think that was a fine enough lesson in charity.
Don't be too singy in the future. But we do
have a job to do and maybe we should get
to it.
Speaker 6: Well, let's just try to make peace with the people
where staying in their town.
Speaker 3: Will and whatnot.
Speaker 2: I'm fucking freezing, guys, Okay, what do you want me
to do? We can't find any clothing around here. This
guy tried to fuck me when it comes to uh,
haggling for some clothes. Granted he's using a cap perfect
capitalist trick, you know, supply and demand. I have to
give him that, but they're a little little outrageous.
Speaker 3: Maybe we can find some furze on some bandits.
Speaker 6: I guess that's enough.
Speaker 4: And yeah, maybe we can become the bandits and just
take furs from the locals.
Speaker 6: Nope, don't think that's a good thing to even joke
about in this town.
Speaker 1: Right now, what do you guys do?
Speaker 8: Just quickly?
Speaker 6: They hey, for my breakfast? One silver?
Speaker 1: You said, one silver for a meal.
Speaker 6: I'll lead him to as an apology.
Speaker 1: He graciously accepts, and he thanks you and constantly.
Speaker 3: No problem, I'll say I got it on breakfast before
all of the hubbub. Well that's all.
Speaker 1: Right, yeah, yeah.
Speaker 3: Other than that, I don't think any other business in
town I could think of.
Speaker 1: All right, well, uh you, where are you guys headed?
I guess what is the plan here?
Speaker 3: The griffin hammer?
Speaker 6: Are we in geist Buck?
Speaker 1: No, you're.
Speaker 2: I had.
Speaker 6: Yeah, I think to guys bucking. Then the Griffin and Hammer.
Speaker 1: You tell me, I don't really know what the plan
was of, then all right we're leaving.
Speaker 6: Yeah, I think it's the plan was checked the ruins
and then go to Sigmaar Tempo. Okay, yeah, that was
around the place that she got attacked.
Speaker 1: Yes, she was attacked, just uh, I believe, just outside
of it. Yeah. Again, my map is fucked up, but
it doesn't even show it doesn't even show her robbery
on here because I think it got like moved off
the map or something. Oh no, I think maybe it
got resized. Yeah, I don't know, so it was jacked up,
but like the words of the robberies are overlapping another
group of robberies, like, it's all funked up.
Speaker 3: AnyWho, it's like a boundary update that.
Speaker 1: I think, Well, it has to be the update because
it wasn't doing that before. So whatever, I'm sure it'll
be fine. At least the game's working, right, so the uh, Okay, well,
you guys head north and uh it's a couple of
miles to get to Guy's back. It's uh early in
the morning, so it's not it's not as cold, but
the weather is still pretty bad and it's it's a
lot of foot slogging to get there, probably takes you
about half the day, give or take. You guys get
there a couple hours later, maybe around lunchtime. Do you
do anything or just continue on?
Speaker 2: I'm just gonna suggest that we keep marching forward. Let's
get to our destination.
Speaker 4: Yeah, this town doesn't even have coats, Like, what are
we gonna do here?
Speaker 6: Well, worfol didn't have coats? What about geisbok? If you
can look at geistbok, right.
Speaker 1: You can check. Yeah, let's see a co check death,
you have our new code.
Speaker 2: Check?
Speaker 1: Well, coats are common. That's good. Uh, where is the
list here? We go common? Uh? Someone rolled me a
D one hundred.
Speaker 2: Please probably not me given my track record too astounting
failures right now? Wow? Are not.
Speaker 1: So you guys? Look around a bit.
Speaker 6: Uh.
Speaker 1: However, although you are able to find places that sell
coats here, inventory is pretty much out of stock, and
it seems like the weather has caused demand to obviously
go up. And Uh, the couple of stores that you
find here, there's probably only one or two. So you know, again,
it's just a small village. They have no inventory to
sell you.
Speaker 6: Yeah, oh fluck, manlies.
Speaker 1: Uh anything else in guys.
Speaker 6: Back so worried about the half day point? Yeah, I guess,
try to find out if anyone knows, like where the
griffin and the hammer ruins are.
Speaker 1: Okay, Uh, give me a gossip test if you want
to see if anybody is able to point you in
the right direction or give you directions of any sort.
Speaker 6: Anyone did a gossip because it's definitely not.
Speaker 4: Me, not particularly well.
Speaker 1: You said you were looking sean, so you should have
under roll. All right, Well, other people can do their stuff,
you know.
Speaker 6: Yeah, that's fair, that's let's just hope real. Well, Oh
only a minus two kay open against the seventeen.
Speaker 1: Uh you ask around and there's uh yeah, there's a
couple guys. I guess maybe I assume you probably stop it.
Uh well, probably one of the stories where you were
shopping asking for for coats, you know, the owner tells you, Oh, yeah,
the griffin and hammer still a couple of miles up
the road north. It's on the west side of the road.
You'll see there's a small path that kind of leads
off the road. That's not much of a path anymore.
It's been overgrown and ruins for quite some time. But yeah,
they say the old place is haunted.
Speaker 6: And Ragney's eyebrow will twitch up a little bit haunted.
Speaker 1: Oh yeah, they say that after the uh you know,
after that that fish rook was was hung. They say
he still haunts the place.
Speaker 6: That's great names.
Speaker 2: Thank you.
Speaker 1: He looks a little befuddled, but he says, well, you're welcome,
happy to help.
Speaker 6: And Ragney will leave with a little bit of a
pepini step that his impending doom might come a little
bit sooner.
Speaker 1: Okay, is anyone else doing anything or just following in
step with the dwarf?
Speaker 2: I am following in step with the dwarf might grabbing
my shoulders shivering, just crushed.
Speaker 3: To make a quick inquiry about robberies in general.
Speaker 1: Sure, give me a gossip test, please share?
Speaker 3: Oh forty six maybe minus one on a bass test?
Speaker 1: Minus one? Okay, uh, where is my here we go? Sorry,
So try and learn how to navigate these modules in
the foundry. Which ones did you guys hear about?
Speaker 2: Uh?
Speaker 1: Toastrum and Hallstrom? I'm sorry toasting Hallstrom? And what was
the other one?
Speaker 6: One of them was the priest?
Speaker 1: That was the one, oh, brother Erasmus. Yeah, those are
the two right?
Speaker 6: As far as i'm the priest was the one that
Fogahart and I talked to?
Speaker 3: Okay the priest for sure.
Speaker 1: Matt usually take pretty good notes. Was there anyone else?
Or was just those two that you guys talked to?
Speaker 2: Uh?
Speaker 3: A merchant and his human entourrage Tostic Hallstrom?
Speaker 1: Okay, yeah, all right? Uh you do hear that?
Speaker 3: Uh?
Speaker 1: Kind of going toe and toe with the ghost story.
Someone tells you that some lady who was riding in
a coach they were held up, and they say that
it was Fishrook's ghost. I'm back to continue his escapades.
Speaker 2: Guy who's stealed from people that have wronged him.
Speaker 1: Kind of shrugs like, well, I don't. I don't know
the details. I'm just telling you what I heard.
Speaker 2: Well, do you know anything about this, uh, this ghost
per se? Any other rumors other than other than what
you've just heard.
Speaker 1: Oh, everybody everybody around here says that place is haunted.
I've never been there myself. Everybody gives it a wide berth,
you know, I.
Speaker 2: Hear, Yeah, I'd give it a wide berth if i'd
lived in these parts as well. But just curious if
there's any other information that might be helpful to us.
Got any coats?
Speaker 1: Nope, fresh out you already asked that.
Speaker 2: That's what he really could use right now?
Speaker 1: Yeah, I bet it's gold out there.
Speaker 2: Tell you, is there any bears around here that you
think we could kill?
Speaker 1: He's like, I'm sure there's bears out there somewhere. Do
I look like a hunter?
Speaker 2: I just don't need to be dismissive here, all right,
that's tough. That's all I got.
Speaker 1: That's really all you get from that guy.
Speaker 2: I would just say, you know, wow, guys, I swing
it for the fences here. The last few exchanges that
we've had with people not my best.
Speaker 4: Yeah, clapping your teeth through the conversations, all shivering and stuff. Well,
I can't get your words out right to these guys.
Speaker 2: Listen, I am angry, pissed off. I just had to
spend a shilling just so I didn't get my face
punched in because the two of you you wouldn't stand
up for me. Uh. He threatened to kill a guy
that's in passing. What do you look at me? Do
I look like I'm gonna murder someone?
Speaker 6: Then you shouldn't say you're going to murder someone.
Speaker 2: Bro, come on, be a slayer for once.
Speaker 4: You were never in any real trouble there. All you
do is pep on your shoulder.
Speaker 6: Yeah, okay, Victor, I slay monsters, not innocent people.
Speaker 2: People can be monsters.
Speaker 6: Yeah, that the word innocent means they're not.
Speaker 2: Who says he's innocent? We don't know the guy. Do
you know his life now?
Speaker 6: But I know he didn't do anything deserves getting killed
that time.
Speaker 2: Overbloating the price of a coke may may deserve it.
Speaker 6: Not illegal, not even a l that's just business.
Speaker 1: I like that the slayer is the fucking philosopher here
right now. This is great.
Speaker 2: Yeah, what the where the fuck are you getting in
your character arc, in your banishment of you just like
somehow reached enlightenment.
Speaker 6: Hey, he had a job before being a slayer.
Speaker 2: Slaying? What what was his job?
Speaker 1: He's a dwarf.
Speaker 6: Dwarves are honorable, right, randomly killing a human just because
he give you a code, it's not at all.
Speaker 2: First off, I don't think dwarves are honorable all right.
That that book of Grudges is a bunch of bullshit.
Speaker 1: Okay, I Sean, if you want to kill his character now,
I would understand why he would do that when he
says dwarves aren't honorable.
Speaker 6: So you know, if we want to get this character.
Speaker 2: As a GM, we can roll right now, you know,
just the opposing tests and see if it's just you know,
a dome dome shot right now.
Speaker 6: Okay, all right, I'm back my headpones came under.
Speaker 7: Get that for it.
Speaker 2: Oh listen, let's just let's move on. Try to find
some fucking warmth. Okay, and and and maybe we might
be able to get some information other than some JEBBRONI
that we just met on the side of the road
that just tells us that this place is haunted. All right,
that's all all right.
Speaker 6: You can have my coat for the next couple hours
as long as you don't threaten any more people.
Speaker 2: That's very generous of you. I will not threaten anyone
for them at least four.
Speaker 6: Make it six.
Speaker 2: But okay, okay, I didn't realize we could haggle for
the time.
Speaker 6: But six, fine, So I'll take my coat off, which
I assume is just dwarf in size, but whatever, yeah.
Speaker 1: I mean, it's it might not fit him because you're
a different fucking species.
Speaker 2: I'm just gonna wrap it around myself.
Speaker 1: Okay, yeah, I guess you just slinging over your shoulders.
You have to put your arms through the sleeves, okay.
Speaker 6: I mean was probably more broad so that the sleeves
and shoulders should be fine.
Speaker 1: It's just it's super short though, so it's like a
it's like a it's like a woman's jacket, like.
Speaker 4: Barely for him exactly.
Speaker 3: Almost.
Speaker 1: Yeah, I'm sure that'll go well around these parts.
Speaker 6: Why is that man dressed so flirtally?
Speaker 1: All right? Uh, do you head out? Or do you
keep wandering around? Guy's back? Guys, back, guys.
Speaker 2: I'm ready to go when you guys are ready to
head out.
Speaker 1: All right, Well, a few more hours up the road.
It's probably late afternoon, getting close to early evening, maybe
about four five o'clock when you guys finally reached this place.
And as as he's told you that, the man told
you there is indeed a path that you see that
kind of goes off, and you know, the only reason
he really tells that there's not like a whole bunch
of trees or things that there's still some well there's
not really any growth because it's winter, but were at
summer you know there would be grass and like overgrowth
here on a path that you know, over time used
to be used quite often. So you guys follow this
path and begin to make your way up the you know,
up towards this area. And I think we have another
map here. We do. That's kind of creepy, a little
too creepy. I think let's try that. That's better. Okay,
we do have a new map. Here we go. Okay,
do you guys see anything right now?
Speaker 6: I do not own a token with vision in this city.
Speaker 1: Okay, I think I have fog worn vision here, So
I'm gonna set you guys up.
Speaker 7: I got no token.
Speaker 1: What you guys see as you make your way up
this hill is right in front of you. In front
of the gates is an old hanging gallows and there
is still a rope hanging from there, swinging in the wind.
There we go. That's the music I'm looking for. You
see ahead of you there are two buildings which are
clearly gatehouses to this. This like coach. It's like a
coaching in, so you guys would know in the Empire,
usually these inns are fortified. They have a wall and
usually a gate and then it's like it's like its
own little not really community because it's maybe only one
or two buildings, but it's it's gated and walled so
that you know they could be defended. However, the gates
this place looks in terrible disarray and hasn't been touched
in a long time. You can see that the the
gate are old and rusted. One of them is just
hanging on the floor on the ground. To the left
of the gatehouse, you can see one building. To the
right of the gatehouse. You see the wall kind of
extends into the darkness here. Yeh, Then I need to
change this so I can actually see the map and okay, yeah,
So there's a gatehouse. There's two buildings in front of you,
which are the gatehouses. There are two green gates. One
of them is kind of swinging in the wind. The
other one is on the ground. And to the left
of the gatehouse there is a large building beyond the gates.
You can see there's another building further inside, and there's
a wall that goes off to the right.
Speaker 2: What do you guys do, I Am going to make
my way up to the front gate.
Speaker 1: Okay, anybody go with him?
Speaker 2: Uh?
Speaker 6: Yeah, Ragney would go with uh, and you would have
at least his the word drawn.
Speaker 5: All right, Yeah, Bogahar is right next to Ragney with
thunker out.
Speaker 1: All right, you can move up to the gates, then.
Speaker 3: Can follow along. I wanted to point out, is this
the mystical gallows?
Speaker 1: Yep?
Speaker 2: Sure is.
Speaker 1: The rope is still swinging in the wind, so.
Speaker 4: You can is that this thing?
Speaker 3: Yeah?
Speaker 1: Is it marked off on your map? Does it say gallows?
Speaker 6: No?
Speaker 4: No, it's just no words that like a trabuch or something.
Speaker 1: Well, it's a top down view. Yeah, okay, so yeah,
the labels aren't on your guys map.
Speaker 2: Interesting, Okay, peek around the gates, go ahead, and what
we're gonna say, Chris.
Speaker 1: The uh, I'm just breathing here. Well, you know what,
I'm sorry. I don't know why they have one on
the ground. They're actually both still attached and they're they're closed. Yep, yeah,
I don't know why it's showing that.
Speaker 2: So it's not open, so we have to.
Speaker 1: No, they're they're shut.
Speaker 2: Can I try to push? Oh?
Speaker 4: Should at least knock first?
Speaker 1: Eh? What you can try to push if you want.
Speaker 6: Ragny will help him.
Speaker 2: Okay, since when did the two of you become cautious.
Speaker 4: Hey, there's a ghosts around here from the the femans.
I'm getting spooky man.
Speaker 1: So you try the doors. It h they're a little rusted.
It takes a little bit of elbow grease, but nothing.
Nothing too difficult. And with the two of you kind
of giving it a good shoulder, you get one of
the gates to u to open. It kind of drags
along the ground. Some of the paint peels away, but
you do get the right hand gate open, and as
you push it, it kind of slams up against the uh,
the gatehouse. I need let's see here roll initiative sean
high or low.
Speaker 6: It's always high sixty nine, poor choice.
Speaker 1: Please give me a dodge test at negative ten.
Speaker 6: Okay, So that dodge isn't terrible.
Speaker 1: Okay. So as you guys force the door open and
it hits the side of the gatehouse, one of the
roof like shingles gets dislodged, one of the slates on
the roof, and you dodge out of the way as
it strikes right where you're standing. But you're unharmed. Now
that you have the gates open, you can see that
the building to the left looks like it was probably
a stables at one point, perhaps a coach house. On
the right hand side, and across the courtyard is the
inn itself, stone structure, very dilapidated looking, still standing. You
can also see that there are there's there's walls that
go around the whole thing. A lot of it's overgrown
with trees. You can't see every little nook and cranny,
but that's that's what you guys get. If you guys want,
you guys can move up to pass the gatehouse door.
These guys kind of see a little bit more.
Speaker 6: Does it look like anyone who has been here recently?
Are there any signs of like people making like a
small fire or camps?
Speaker 1: No, not that you see out here. Would everybody please
give me a perception test.
Speaker 2: And miners Nope?
Speaker 6: See great, Yeah, critical failure.
Speaker 1: I'm gonna say that's a critical success.
Speaker 6: Now, it's not if it was if I had a
higher perception baming.
Speaker 7: Five plus two.
Speaker 1: Okay, So for those of you that pass, you can
hear the sounds, uh it sounds like of snorting coming
from the building to your left, these old decrepit stables.
Those of you fail, do not hear any of that.
And ragny critical fail nothing nothing out of the ordinary.
I guess I can't think of something.
Speaker 3: So yeah, well, I'm gonna try to whisper to the team.
It sounds like there could be animals to the building
on the left.
Speaker 4: Here, that too, We should check it out.
Speaker 2: Carefully. I'm gonna yell out loudly.
Speaker 6: What okayah, I didn't hear anything.
Speaker 3: Well, let's head over, but try not to make a rucus.
Speaker 6: I'll just stay here and keep watch.
Speaker 2: You said they were over here on the left.
Speaker 1: Yes, that's where hearing the sound from.
Speaker 4: Yeah, towards that building.
Speaker 1: You can see the entrance to it is right here.
There's like a little step, like a door that goes up.
Speaker 2: You want to go, you want to go towards the noise.
That's what you want to do, don't.
Speaker 4: We're sightseeing.
Speaker 2: I mean that must take lead, you know, I mean, you're,
after after all, you're the slayer.
Speaker 4: Crack open the door here, peek inside.
Speaker 1: Okay uh, door creaks open. You can see. I mean
it's dark in here, and now that it's the sun
is setting, it's it's you know, there's shadows here and there,
but you can see the silhouette of a coach, a
traveling coach, and it's uh, it's basically been put up
on blocks and the wheels are gone. It looks like
anything that might have been worth anything on it has
also been stripped off. And you can see that there
are around the right where the building kind of curves
into the L shape, there are you know, stable stalls
for horses. You can hear the sound more clearly coming
from in that direction of the stalls.
Speaker 4: I think we're onto something here, guys. You just take
a look at this.
Speaker 2: All right, Let's go on in there.
Speaker 6: Ragney will stay outside and just keep watch.
Speaker 4: Okay, now, does that snorting? Can we heard sound anything
like horses?
Speaker 1: Give me a lower beast check at plus forty arnoff?
Sounds really similar to a creature you just hunted for
the von Brunners.
Speaker 4: All right, Well that was my first thought when I
heard the word snorting.
Speaker 1: Sounds like there's several creatures.
Speaker 4: Well, definitely want to do everything kind of cautiously in here.
Let's not make too much noise that, Liz.
Speaker 1: Okay, give me a stealth test, please, all of us.
Anyone who's going in there and trying to be quiet. No, boy,
I don't off with a natural one, Richter with a natural.
Speaker 2: God, damn boys, folks, we are niches.
Speaker 3: Out there, it is.
Speaker 4: It's as good of a failure as you can get.
Speaker 3: I think, yeah, I'm gonna try a fortune point for
that one, and.
Speaker 1: Be sure you guys are fortunate if you didn't.
Speaker 3: Okay, it was almost like sixteen on the three year row.
Speaker 1: So our and Richter, you guys make no noise whatsoever, Arnulf,
You are as quiet as you could possibly be. It's
like you're not even there. And Richter is doing a
surprisingly good job of making very very little noise. The
only reason you hear him is because you're doing it better.
But he's still doing it really well. However, that pales
in comparison to what poor Horst is doing, which is
walking into the side of one of the spokes where
the wheel on the coach goes and makes, you know,
clearly making noise. And now it masks you guys, but
you hear the obviously the snort. There's like a sharp
snort when Horst runs into this thing. But the two
of you make no noise or are you going towards
the stable where you're hearing the snorting from?
Speaker 4: I was gonna check out the stage coach thing first.
Speaker 1: Okay, yeah, you can do that. What about richter rictor.
Speaker 2: Yeah, I'm going to hit I'm just gonna hold my position.
I mean, like, I mean, is there anything that I
can hide behind right now?
Speaker 1: I mean, it's basically like an L shaped hallway. The
this front part here, like this, this section of the
of the building is where the coaches and then when
it there's a hallway here that goes down the center
of this part of the structure, and there's stalls on
either side.
Speaker 2: Okay, yeah, I'm gonna definitely I'm actually gonna see if
I can check down the hallway really really quietly, see
if I can see anything.
Speaker 1: Nope, you see an empty hall and there are probably
four stalls on either side.
Speaker 2: Okay, and I will whisper that back to Arnoff's.
Speaker 4: Clear nod my head.
Speaker 2: I don't know.
Speaker 1: If you do not find much on the coach, it
looks like anything that was worthwhile has long since been
stripped away, even like whatever family coat of arms might
have been painted on here or anything like that. Even
the bench the drivers sit on has been taken. It's
basically just the shell of the body of the coach. Itself.
Speaker 4: Are there any signs that this has been here for
a long time? Like, is it really dusty around?
Speaker 2: Yes?
Speaker 4: Tracks anything like that.
Speaker 1: Absolutely, yep.
Speaker 4: So it is old, right, that's what you're saying.
Speaker 1: Yes, it is old, Okay, very old.
Speaker 4: Interesting Bogahart, What.
Speaker 1: Are you doing?
Speaker 5: Oh?
Speaker 7: I hung him back with Ragney.
Speaker 1: Okay, are you guys doing anything or just waiting?
Speaker 6: Ragney will be eyeing the the gallows.
Speaker 5: Chris, are these flowers?
Speaker 1: Well, it's winter, so there's no flowers.
Speaker 5: There, damn it.
Speaker 6: The fragrances.
Speaker 5: I'm just just standing in a guard I guess.
Speaker 1: I keep in mind with the event. Ye rolled, there's
like feet of snow.
Speaker 5: Oh yeah yeah, and everybody's mad yep, yaut.
Speaker 7: Like me.
Speaker 2: Great?
Speaker 4: Those I killed furry enough to like make a coat with, right,
mm hmm.
Speaker 1: I mean it was a full bore. You could probably
probably skin it and make something out of it, I'd imagine.
Speaker 4: And that's something to consider if we get kind of
desperate here.
Speaker 1: Yeah, okay, what are you guys doing?
Speaker 4: So I'm gonna just let the group know here that
this this stagecoach looks pretty old. I don't know if
we're gonna find anything relevant to what we're doing here
right now, there's also what appears to be some bores
down the hallway. I don't know if we want to
just walk away from that bars and so what it sounds.
Speaker 2: Like, you know, it's uh, you know, it's boys could
be made well coats.
Speaker 4: And if you guys are hungry, you know, now might
be a good time to make a decision.
Speaker 2: I think we should kill them. You know. I want
to be able to trash talk people while having my
own coat.
Speaker 4: And I would love to see you wear a boar
for a coat.
Speaker 2: Well, it looks like our dreams are aligned today. Let's
have at it. Anybody else weapons ready?
Speaker 4: I think maybe I could like set a trap and
then we get their attention and you know, hopefully this
becomes a little easier.
Speaker 2: Okay, okay, you do your thing. Man, you're the pro that.
Speaker 4: Will be right back. I think I do he still
have a yap? I have one animal trap left. I
will try to set that kind of at the corner
of the hall.
Speaker 1: Okay, give me at door. Survival or do you have
a talent or anything? Or is it I.
Speaker 4: Think it is under or actually I do have set trap?
Speaker 1: Is it a skill? Oh? Yeah? Make a set trap
skill then, though, and I will give you, uh, I'll
give you a plus twenty because you have hunted bor
very recently.
Speaker 6: Noise.
Speaker 1: Okay, yeah, you set the trap up in a way
that you know, if this thing were to come down
the hall, it'll probably set it off.
Speaker 4: Now, who wants to get their attention? I did my part?
Speaker 3: Do you know what bores eat?
Speaker 2: I mean, I've got enough. I don't have a good
dodge skill on my carrot well and actually it's not bad.
I could make the run for it. Uh, but my athletics,
let's see forty three, I could make a run. I
could try and uh, you know then again, you know Horst, Oh,
you're doing a fantastic job by yourself.
Speaker 1: Ragney and Bogahart, what are you guys doing? They've been
in there for a while.
Speaker 6: Oh, Ragney's gonna wander over to this there gallows and
check it out.
Speaker 1: Okay, it's as old as this place looks. It's weather beaten.
There is still a rope hanging from it that looks
like it's seen better days as well. It's like it's
a simple you know, simple Uh. You hang them up
and then it's got a little trapdoor with like a
lever that you press, kind of like the one that
they used in the Mummy. I'm Brendan Fraser. Not as big,
it's only made for one person, but same idea, and
it's like, rather than like dropping like feet, you know,
like five or six feet, he drops like a foot,
you know, right, and then they Yeah, they probably strangle
rather than get their neck broken. Yeah.
Speaker 6: Does Ragney see any weird markings or any like recent
disturbances around the gallows?
Speaker 1: No, you do not.
Speaker 6: Then he will say in kaslaid fucking ghosts are never here.
I think his way back here, disappointed.
Speaker 1: Okay, back in the stables. What's the plan here?
Speaker 3: If you want me to stomp around in the corner,
I can do that.
Speaker 2: I'd say, you know, maybe run to the first uh
uh first horse stall and then make a make a
U turn and then run right back, ideally avoiding the trap.
Speaker 4: Mm hmm, because whatever is in that trap we're making
into a coat.
Speaker 3: So I guess I'll let me take a quick look.
Speaker 2: Here, all right.
Speaker 1: Well, he decided that Bogahara see wandering over towards the
towards the end.
Speaker 5: Uh yeah, I was going to uh peek my head
in one of these buildings and just kind of.
Speaker 7: See if there's anything valuable.
Speaker 1: Sure, so you can tell that even just kind of
peeking in to one of them, that it's definitely seen
better days. It's falling apart, it's unused, there's lots of detrius.
It looks like there is a second floor to the end.
It looks like at one point it was a pretty
substantial structure, well defended, well built, and at least for humans,
well built, and probably both holding several groups, you know,
several groups coming in a coach at once. But neglect
and age and disuse have has left it basically just
a ruin. There's only a little bit of the upper
story that's still here, and most of that is open
to the elements. You know, pretty much the roof on
most of this is missing or patchy or has collapsed.
It looks like most of what you would consider useful
stone being a dwarf is gone. You know, what's left
is bare walls and foundations, something you couldn't really make
use of unless you spent a lot of time reforging it.
You can see in that building there is a staircase
that goes up to the next floor however, it looks
incredibly rickety and unstable.
Speaker 5: Oh yeah, no, I am a staunch follower of the
religion of fall damage enthusiasts, so I will not be
going anywhere near those stairs, thank you.
Speaker 1: Okay. The other building looks like it's the actual in itself.
You can see the ruins of tables and chairs, and
on the right hand side is the bar. There's like
one of those little swinging like those waist high doors
like at a restaurant that you can go to to
get to get behind.
Speaker 2: The bar.
Speaker 6: Called back wings.
Speaker 1: Yeah what he.
Speaker 5: Said, Yeah, so anything behind the bar.
Speaker 1: Give me a perception test please, okay?
Speaker 5: Oh yeah, bogaharts strong suit, I mean, okay plus one.
Speaker 1: Okay, so bogahar. You're looking around. The stink of old,
stale alcohol kind of permeates in here a little bit,
mostly coming from you. See. There's a trap door behind
the bar that probably goes to a cellar of some sort,
and there's a couple of barrels up here, most of
them have fallen apart into nothingness. And yeah, the main
thing you find is the trap door. It's kind of
covered by some old debris, but you find it right
here in the center and that goes down to a cellar.
Speaker 5: Okay, Bogahara would move on back to like where the
opening of the end is right here and shout to
Ragney to come check this out.
Speaker 1: Okay. Meanwhile, Horst, you're gonna try to get the boar's attention.
Speaker 3: Yeah, I'm gonna just do a sprint and right a slam,
like make noise, get kind of close around the corner,
not terribly close, just you know, visibly around the corner
until I see something turn around, and then come back.
Speaker 1: Okay. Uh, you do that, and as you get closer
to where you, guys think the noise coming from, you
can hear like a heavy snort, and you can hear
like kind of heavy breathing, and it sounds like something
moving around. It sounds like there's a couple of things
back there. And yeah, eventually you do see like a
full size bore kind of wander out into the hall,
obviously sniffing around.
Speaker 3: Yeah, I think I'm gonna come on lower them in,
let out a gasp, and then run back, taking the
run wider on the trap.
Speaker 1: Okay, all right, Well you do that, and it clearly
notices you and it lets out like a you know,
kind of like stomps its its foot and kind of
lets out a squeal or a growl and ith it
takes a few steps in your direction, and as you
back off, it seems to kind of stop, and it's
just kind of pacing back and forth, watching you, making
obviously aggressive noises in your direction.
Speaker 2: Okay, did somebody just leave?
Speaker 1: Nope?
Speaker 6: I don't think so.
Speaker 2: I heard it.
Speaker 9: Weird, never mind, Well, it's gonna freak out?
Speaker 2: What a.
Speaker 3: What if? I don't really have the hunter knowledge? Now,
what's what's good? I'm gonna try to, I guess, make
more noise, maybe get big.
Speaker 1: Yeah, you do that. I mean it knows you're there,
It sees you, and it's it's uh clearly agitated, but
it doesn't really come any closer.
Speaker 3: I'm gonna try to have a sidebar like an't not
it's not it's not following me. I don't think it's
aggressive enough for this to.
Speaker 4: Work, right, throwing something at it?
Speaker 3: Oh?
Speaker 1: Okay, I don't know. If you want to give me
a outdoor survival test at plus twenty yeah, critical success.
Speaker 4: Oh you give me some bores and I'm all over this.
Speaker 1: Apparently yeah, uh yeah, this thing is probably guarding some
young that it has back there. That's why it's not
coming any closer.
Speaker 4: All right, Well, that's that's good. Count babies, all right,
Horacet that thing may be a mother protecting its children.
We might need to actually go to it. I'm gonna
draw my dagger. I think it is a Have.
Speaker 2: You gonnna sit right behind the trap? Still, just play
it's safe, okay, all right?
Speaker 3: I guess I have a spear, so I could like
try to bite on the like if I were to
lure it close enough to the trap fight from the
other side of it. But I don't think we're that
close yet. I guess I'll just equip the spear.
Speaker 4: Am I actually cooking packs instead of a dagger?
Speaker 1: Okay?
Speaker 4: I used to be like approach it and just get
ready to kind of back up and you know, lure it.
Speaker 1: Yeah, when you take steps closer to it, it obviously
makes a lot more noise and it, uh, it like
takes a few steps towards you, you know, screeching and
squealing at you guys, ragn and Bogahar. You guys can
hear this racket from the other side. And when you
guys try to back off to lure it. Once you
take a few steps back, it doesn't really follow you anymore,
and it kind of goes back to where it was
originally standing pacing back and forth. Meanwhile, Ragney, you make
your way into the inn. Yeah, and you can see
Bogahar has found a trap door behind the bar, like
obviously goes into a cellar.
Speaker 4: I didn't want to go down by my loan sum Yeah.
Speaker 10: I'll go first, Okay, Oh yeah, open the trap door.
Is there a ladder or yeah, it's like a little
step ladder.
Speaker 1: It's only you know, a couple steps down and it's
you know, it's made for a human, so for you guys,
there's plenty of room down here. You get down the
ladder and yeah, it's the cellar where they would keep
most of the alcohol. You can see the stench of
the old stale booze is more more pronounced here, and
you can see that there is many barrels of old
alcohol here. Some of them have fallen apart to nothing.
Most of them are decrepit and dilapidated, probably whatever was
inside of them having long spoiled. You know, there's a
couple that kind of piled in the corner. And then
other than that it's fairly it's fairly nondescript.
Speaker 6: Yes, looks like alcohol that's gone bad.
Speaker 1: If you'd like give me a perception test at plus twenty.
Speaker 7: Sure, both of us are just ragging.
Speaker 1: If you go down you can make the test as well.
Speaker 7: Okay, yeah, I was gonna go down to.
Speaker 6: Plus TV.
Speaker 7: Plus one.
Speaker 1: Okay, you both pass. It is very clear to you
when you're down here, between the fact that you have
night vision and now you have a like clear sight
and some of the open sky is above you from
the cracks and the roof and things like that, you
can clearly see that there are drag marks on the
floor near one of the barrels in the corner. I mean,
it's so dirty down here. When you're taking a step,
you're like leaving footprints and stuff like that, and and
you know the snow and the dirt and everything. It's
very clear one of these barrels has been moved back
and forth.
Speaker 6: I want to help you move this barrel, all right,
that's a I guess, pull it back.
Speaker 1: Okay. When you pull it to the side, you can
see that there's a little nook in the corner wall
where a couple of stones have been pulled out and
it almost makes like a little tiny like locker or
like a wardrobe, like it's tall but thin, and you
see hanging in there are decent clothes of of decent
quality that look completely out of place because they are
not old and decrepit. They are, I mean, they're they're worn,
but they are obviously newer. Also more importantly is you
see a mask which looks like some sort of bird
to you. The outfit itself is like a pair of
writing breeches along with a pair of Let make sure
I have the full description here.
Speaker 2: Oo, sense and we found something.
Speaker 1: Okay, So yeah, they're they're plain, but they're a very
nice quality. Okay, So the mask is clearly a bird
mask of some sort. It is black, yellow, and red.
It looks incredibly well made. You can tell this has
an artisan's touch on it, perhaps a master artisan's touch.
There are there's a pair of men's dark riding breeches
writing trousers. There's a black writing coat, and there's a
pair of dark tan leather gloves that kind of vaguely
look like bird talons in a way. And there is
a very nice pair of men's black writing boots. I
don't know if they can share this image there wait
oh wait can I?
Speaker 2: Oh I can?
Speaker 1: Okay, obviously no one's wearing the clothes, but this is
what the outfit looks like. Okay, the hat, the hat
and the red belt sash, and like the green black
cloak on the shoulders, those are not there, but you
can you can tell they're decent. And the bird mask
definitely is. Obviously there's no pistols there either any weapons
of any sort. Okay, there's also there's also not a
guy in the background getting robbed.
Speaker 2: Yeah.
Speaker 1: Uh.
Speaker 6: When we were getting the description of fish rook, m hm,
did like the mask get described?
Speaker 1: Yes?
Speaker 6: And does this match that description?
Speaker 1: Yes, this almost matches to a t what brother Erasmus
told you. He also told you that the mask didn't
look like a fish rook, which is a type of bird.
He said, it looks like a different type of bird.
But you can write no idea, but it matches the
description and that he told you. Guys.
Speaker 6: Yes, uh, I guess are Abandon isn't a ghost. He's
a real person that just dresses up for fun. Who
doesn't he's literally Scooby doing I do it every Saturday night.
Speaker 1: Oh hey, uh, well, I'll let you all contemplate your
discovery as it is our halfway point, and I definitely
need some fuel because I've been up since before six
for that fucking game. So I will be right back.
Speaker 2: Doctor.
Speaker 1: I usually save Doctor Pepper for Saturdays. We'll see m
hm mm.
Speaker 6: Hmm right beer yeah, b RB beer back.
Speaker 3: So do we need to kill this thing? You're gonna
wear the carcass of this boar around your shoulders for
the rest of the the journey?
Speaker 2: Here is you asking me that I'm beg Are you
asking like the group that well the other two are
out finding.
Speaker 6: You know, lose some important plot points.
Speaker 2: Yes, you're asking me, Yeah, we have to kill that thing.
I'm hungry and I'm sick.
Speaker 6: Well, none of us know that you're sick yet.
Speaker 2: Would you like to be me to be coughing in character?
Speaker 1: We're not actually sick yet though.
Speaker 6: Yeah, Chris Chris Evan doesn't get like a day or two, it's.
Speaker 5: Going to incubate.
Speaker 2: Yes, I'm not feeling the greatest. I'm freezing, and we
need to kill this thing. And I'm not going to
be haggling for fucking coats in any of these towns
because people.
Speaker 3: Suck well, the haggling hasn't worked out.
Speaker 2: So I mean, unless you wanted to kill that guy,
which I totally would have watched you do it.
Speaker 3: But you know, I mean, I'm arguing against killing this
and it's not even a human person. So no, I
guess I didn't want to kill that guy if that
needed to be said.
Speaker 2: I mean, what is the problem with killing this boys?
The fact that it's a mother.
Speaker 3: I mean, we don't need to. We got other shit
to do.
Speaker 1: Okay, well, you guys can decide what you want to do. Meanwhile,
Ragne and Bogahar, what do you do now that you've found.
Speaker 7: This secret layer.
Speaker 6: Cubby hole.
Speaker 5: It's just like the hat, the mask, the gloves you
said some of the stuff. Isn't there no weapons?
Speaker 1: Everything else? Of there's no hat and there's no weapons.
Speaker 5: Okay, you should anything else like maps or or scrolls,
letterings anything.
Speaker 1: No, but are you going through the stuff?
Speaker 2: I think we should.
Speaker 5: I mean i'd kind of gestured a ragny and go,
should we take a look around?
Speaker 2: Yeah?
Speaker 6: I mean if the guy shows up, you know it's.
Speaker 1: Okay, that's true. Well, when you.
Speaker 5: Actually sorry, sorry before we start, then I'd probably say
why don't you keep your hand on your on your weapon,
and I'll go through some of this stuff.
Speaker 6: Oh it's been out, okay, okay.
Speaker 1: So one thing that you notice as you start looking
through this stuff, ogahar, is that there are wooden inserts
wedged into the boots, which would make them very difficult
for whoever this shoe was designed for. Like, it's basically
it's making it smaller.
Speaker 5: They're like stilts.
Speaker 1: No, no, there's like wedges put into the toes of
the boots on the inside where if like let's say
it was a size ten boot size a size ten
foot would no longer fit in there.
Speaker 5: Okay, so the person has small feet, short short feet, Yeah, okay,
give me a.
Speaker 1: Do you have a value it?
Speaker 6: Let me check for you, rag me. Actually, I don't
know what it's for, though I do not have value,
you know what?
Speaker 1: Give me give me a trade candle maker role.
Speaker 5: Oh oh my gosh, boys, it's never happened, mark the time.
Speaker 6: Okay, every year from now on.
Speaker 5: At this point, let's go plus two.
Speaker 1: So although it's not because this is a candle, but
because you have a trade skill. You know that most people,
especially if they're like a master artisan, or if they
if they have a business of making something, they normally
put their mark on it. Surprisingly, the mask does not
have any sort of maker's mark on it. Oh, so
there'd be there's like no way to tell who made
this or like, there would be no good way to
try to figure out where it's come from, like who
made it? Okay, So and because you since you have
the outlaw career, that would obviously set off your your
criminal sense is you.
Speaker 5: Know, Yeah, I think Bogahara would gesture with the mask
over to Ragny and tell him no.
Speaker 1: Mark on this.
Speaker 5: That means either the artist was paid handsomely to keep
it off or who knows, maybe our fellow is a
fellow artisan.
Speaker 6: Any marks on the boots or anything.
Speaker 1: No, he's just a fellow candlemaker that's trying to make
ends meet, you know.
Speaker 5: I mean, I guess that's why I asked that the
boots were stilts, because I was like, oh, no, it's
a dwarf.
Speaker 6: It's one of the dwarf and candle makers.
Speaker 5: Okay, So that's uh so there's no mark on the mask, Yeah,
and any other like kind of clues is to like, no,
just like a little kind of locker type hole.
Speaker 1: Yeah, I mean it's clearly been made to be hidden, right,
and the only reason he spot it is because the
barrel has been moved obviously, you know, recently a couple times, okay,
m hmm. I mean it's hard to tell how recently,
like if it was today or three days ago, but
like clearly worse, you know, more or less. Soon as
you walk in the room, you can see and tell
oh that something's out of place.
Speaker 7: Okay, Uh.
Speaker 8: Yeah.
Speaker 5: Bogahart would look at Ragney and say, uh, should we
take this stuff.
Speaker 2: Now?
Speaker 6: We should leave it so when he puts it on,
then we can beat the shit out of him and
drag him to that peril. I otherwise we could just
drag any guy to her. I mean technically just put
these anyone. Oh but no thinking no, oh, I think
she wouldn't even mind.
Speaker 1: She might just have killed.
Speaker 2: Uh.
Speaker 5: Bogahar would kind of gesture out to the stables, and
let's say, speaking of them, should we check out them?
Speaker 6: Yeah, let's put the barrel back and let them know
what found.
Speaker 5: All right, Yeah, we'd go back to we'd put everything
where it was and gtfo Okay.
Speaker 1: Well, meanwhile, back in the uh the stables, what are
you guys doing. It's clear the boor is not coming
after you because it's defending its young, and anytime you
guys get close to it, it acts aggressively, and when
you back off, it kind of goes back to words guarding.
Speaker 3: Look, all I'm saying is, if we were going to
have to fight a bunch of bandits, I'd rather not
be gored by an wild animal beforehand.
Speaker 2: You are a fucking pussy that you will not fight
a bore right now. I mean, Jesus a fucking christ Man.
Speaker 3: If I was sent out here to hunt for I
would do it where I will get paid for this.
There's hardly any benefit other than having a party member
trapes about in the bloody carcass of some animals.
Speaker 2: I got here to brag the fact that we have
murdered this so that I could trot around it at skin.
I am fucking cold. You know what I'm going it.
I'm going it. That's it.
Speaker 4: While you guys are bickering, I was just gonnay idle away,
axe in hand and just go down that hallway.
Speaker 2: I'm going it. I don't even give a fuck. I'm
gonna you know, don't even worry about it. Roll initiative Chris, the.
Speaker 1: Two of you roll. Just make an initiative role.
Speaker 4: An initiative check here, do I not have to be
in combat to do initiative?
Speaker 1: Just just do your initiative check like, roll your initiative
stat on your characteristics page.
Speaker 6: Man, that's pretty good.
Speaker 4: End's not bad?
Speaker 2: Oh what the hell?
Speaker 1: Okay, Arnolf, you get to act first.
Speaker 2: What do you do?
Speaker 4: I'm gonna walk towards it and attack it with an axe.
Speaker 1: Okay, give me an attack roll. Okay, you score a hit,
a pretty significant one to the side of this thing's
flank dwarves. As you're making your way back here, you
can hear the sounds of this thing in pain.
Speaker 2: And then.
Speaker 1: It goes next it makes an attack against you, Richter.
If you want to give me a defensive role, you
may do so.
Speaker 2: That's toughness.
Speaker 1: I'm sorry, not Richter. I don't know if because you're
the one that attacked it. Oh what was it? I
can make yourself a defensive role if you'd like. It
has negative one on its attack role.
Speaker 4: And how do I do this? I've always just done
the arranged combat so far.
Speaker 1: Same thing. Just click on the name of the weapon
you have equipped just like you made the attack, same thing.
You may make an attack. It's defensive. Oh ninety two,
that's a negative six, technically negative seven because you have
minus one sl but it doesn't go past native six.
Speaker 2: That is. Oh, you might get gorged here.
Speaker 4: And I can't reroll these.
Speaker 1: Yeah, you can reroll.
Speaker 4: I don't see the little icon that's only there for
fortune points.
Speaker 1: You have to right click on that text. Okay, critical fumble.
Please click where it says fumble to see what happens.
Speaker 7: Do I have to?
Speaker 1: Yes?
Speaker 3: All right, So that's in some ways maybe an improvement.
Speaker 1: You miss your next action as you mishandle your weapon. Okay,
however you lose because you have negative two. It has
negative one, so it does connect and it hits you
in the head. Oh, doing ten points of damage. So
you basically slip as this thing charges at you, and
as you kind of lose the grip of your weapon,
you slip on some ice, and as you're kind of
falling to the ground, this thing connects right to your forehead. Uh, Richter,
you may attack.
Speaker 2: All right, I'm going for the jugular with my dagger.
Speaker 1: Okay, they can attack role Please, why aren't you?
Speaker 2: I don't want to split the item. There we go.
Speaker 1: Negative four and it only has negative two. So you
take a swing, but you do not connect. I'm okay,
you still fail. Okay, all right, dwarves, you have reached
the thing at this point, the stables horse. You can
see that this thing strikes Arnolf and is clearly like
in a frenzy as it's been attacked and is hurt
and trying to defend its young.
Speaker 3: Can I jump in after this first rounds?
Speaker 1: Yeah, you can jump in right now if you want,
go ahead, absolutely.
Speaker 2: Oh you're jumping in now. And we've argued about fucking
killing this thing for the last half hour.
Speaker 3: Well, I think that that was the like you guys
are all initiative because you share share share. Uh Mine
says there's no active combat counter?
Speaker 1: Or do I just roll make an attack initiative?
Speaker 2: Okay, that's hilarious. All right, I guess we're going in
so now I can find it.
Speaker 1: Well, yeah, well just a ten damage to his best
friend's head. Absolutely, I think that makes sense.
Speaker 2: But he's gonna have to carry him. Ugh.
Speaker 1: Right, let me make its defensive role here. It has
negative it's one, it's got negative zero.
Speaker 2: Let me do one more.
Speaker 1: Uh minus one. You still sail duck in and weave
in Arnolf. You miss your action this turn because of
your critical. It is the creature's turn next, and I'm
gonna roll D three to see who it attacks. One
or two will be Arnolf, three or four will be Richter,
five or six will be Horsed. It goes for the kill.
Are you able to defend here?
Speaker 2: As it's say, oh, when he's knocked out, drop your
miss your next action?
Speaker 1: Okay, so you can still defend, but you'll be at
I'll say you'll be at negative ten because you're all discombobulated.
So it attacks again.
Speaker 4: Do I still roll the hand? I actually though I
don't like have it in my hand.
Speaker 1: Yeah, you didn't drop it. It just says he mishandled it.
So really good role. It has plus three and you
have a plus uh plus one, so uh it's gonna
win unless you want to use a fortune point here.
Speaker 4: That seems kind of like I should. I mean you
can't really Oh wait I added one.
Speaker 1: Click the wrong one then yeah, because you well, I
mean you can't. You can't get any better on your
role other than getting a critical. You can't actually get
more success levels.
Speaker 8: Can you.
Speaker 1: Yeah, that's well, that's that's the right. You don't know.
But if you want to add one, you can't because
then you'll have you'll have two.
Speaker 4: Me, it's as good as I can I can do.
Speaker 1: I think. Okay, it has three, so it still wins
the fight, but you'll reduce the damage a little bit.
Here it does nine damage, this time to your body.
Speaker 4: So this wild put me in like a negative Oh
my god, wounds quite deeply.
Speaker 1: Are you reducing damage by your armor and toughness value?
Speaker 2: No?
Speaker 4: I don't think I've taken damage up to this point.
Speaker 1: Oh, when you take damage, you reduce the damage by
your toughness bonus plus any armor on the location that
you're hit.
Speaker 4: Ok it's a head. I have no armor, so it's
just toughness bonus. At three mm hmm, that would have
been seven. I'm down to four wounds after that one,
and this one hits me.
Speaker 2: Where was it the body?
Speaker 1: Or nine damage?
Speaker 2: All right?
Speaker 4: So do we have the leather jack which seems to
have three?
Speaker 2: That's right?
Speaker 1: No, three is your toughness bonus?
Speaker 5: Yeah?
Speaker 4: He just one for the armor. Then?
Speaker 1: So what is that five damage? What you pick me?
Speaker 4: The negative one?
Speaker 1: Okay? So once you hit negative, you just you stay
at zero. Basically you don't like keep compiling negatives. However,
when you hit zero, you are considered broken. So we're
gonna give you a broken token, a broken condition. I
should say, which one is it?
Speaker 4: Is it?
Speaker 1: This one?
Speaker 2: Got this horse? I whiffed, But apparently you didn't want
to come after me. I wanted to go after them.
Where did I go for the kilp?
Speaker 1: So you become prone, which is bad, and I'm sorry
you're not broken broken as like when you flee, you're down.
So when you hit zero, you take a critical hit,
a critical wound, I should say, and you are now prone,
and you can't lose the prone condition unless you regain
a wound. Let's give you a prone condition, and I
need you to roll a critical So please go to
the rollable tables in the top right corner and go
to critical hits and roll a critical hit on your body.
Speaker 4: Do I change anything that's like default in here?
Speaker 1: Just actually in this case you do. It's minus twenty
because it well, how many negatives diy to put you
at that second hit?
Speaker 4: It would have been negative one?
Speaker 1: Then yeah, it'll be minus twenty. So where it says
roll table formula one D hundred put minus twenty. After that,
let's try this out, and high is bad on this
sixty one painful cut, gain two bleeding conditions and a
stun condition. Make a endurance test at minus twenty, or
gain the unconscious condition as you black out from pain.
Unless you achieve four or more success levels, you also
scream out in agony. I'll put that on your character sheet.
Did it work? Doesn't lookin like it did for some reason. Huh, okay,
it's not putting it on your sheet. I don't know why.
All right, Well, let's put two bleeding conditions here. Okay,
so you fail the test, which means you also go unconscious.
That is, uh, is very bad, especially when you're bleeding.
Speaker 4: Well, we escalated pretty quickly.
Speaker 1: Arnolf goes down as the wild born frenzy just clobber zim.
Speaker 2: You may go, all right, I'm going for a swing again, hopefully. Yeah,
you hit this thing, because I'm gonna look at Horst
as I'm swinging at it. God, go for the jagular
call shot.
Speaker 1: Yes, oh yes, all right, it has minus one, so
you score a hit for six seven damage and and
that is enough.
Speaker 2: To kill this thing, and I'm gonna look at Horsts.
I'm just staring at him as I stabbed the sing
in the neck.
Speaker 1: Dwarves. You see all of this happen. Arnolf is on
the ground, unconscious and bleeding out.
Speaker 6: Uh shit, Ragney will run up and try to administer
first aid.
Speaker 2: Let's find what you were looking for. Yes, actually, yeah,
all right, well we were over here doing shit.
Speaker 5: Bogahar would knock Richter out of the way and help
Ragney Hill.
Speaker 1: Okay, either, if you have the heel skill, you may
do it.
Speaker 2: I don't know. I don't think I really hid the way.
Speaker 6: Ragney does have the heel skill, does Bogart.
Speaker 1: Yes, okay, you can have plus ten then nice. Every
success level will remove a bleeding condition.
Speaker 2: Okay, seemed necessary to knock me out of the way.
Speaker 3: I was going to try as far the healing effort
to okay, ray with the blessing of tenacity, but I
guess I'll see three.
Speaker 1: All right, so you'll remove all the bleeding conditions, which
is good because he won't bleed out now, but he
is unconscious and he is at zero wounds currently. Of course,
you can see they get the bleeding uncontrol very quickly
and efficiently. These two clearly know what they're doing, and
together they come to the aid of your friend. What
did you want to do? You want to do a prayer?
Speaker 3: Well, I was thinking of that, which the blessing of
tenacity can remove one condition. But I think if you're
at zero HP, like the unconscious and prone doesn't matter.
I can also just try to heal. I have the
heal skill as well, unless that's like.
Speaker 1: You cannot you can try to wounds back to. Yes,
you can try that once and they can assist you,
so you can have plus twenty if the two doors
help you.
Speaker 6: Yeah, oh yes, let's kick it.
Speaker 3: Yeah, it's twenty. I did this either way, but it's
still twenty.
Speaker 1: Okay. Do you want to use a fortune point? You
can't because you passed. Okay, So he gets back uh
to your success level plus your intelligence bonus in wounds
it is three okay, So I don't know if you
get three wounds back, which means you'll lose the prone condition.
You're still unconscious for now, but you'll come to soon.
But he is in no condition to travel at this point.
He'll be out for a little bit. What do you
guys do?
Speaker 2: What happened.
Speaker 3: On a side deeply.
Speaker 2: Will allow me to you know, figure this out. We
tried to lure this thing out, you know, only to
find out that it actually was a mother probably protecting
its kin, which by the way, we haven't killed yet,
and we've killed her. But we sat here arguing about
it for twenty minutes because someone over here didn't want to,
you know, feel like it was it was unnecessary to
take the life. I guess which then we charged in
and you kind of you kind of came in just
as that happened. When I'm not gonna be honest.
Speaker 3: I was the first one to run around that corner
to try to start the fight. But once it was aggressive,
first off, there was no starting to fight. You were
trying to lure it into a trap, right, And then.
Speaker 2: I'm not You're like that's all You're like, we really
need to kill it that we spend twenty minutes over that, right,
It's a risk assessment, as it were.
Speaker 5: Okay, okay, So Bogahara would blink and then look at Ragney,
and then Kazlid say, should we just get a fire started?
Speaker 6: Yeah, let's get him to the I guess the end,
We're staying here for a few.
Speaker 1: Hours, Bogahar As you kind of blink and stare at Ragby,
you can see over his shoulder down the hallway, you
see a little baby boar comes out of the stone,
kind of looking around for its mother.
Speaker 4: Someone better stop that thing.
Speaker 2: We're going to have to take it.
Speaker 4: Do it.
Speaker 2: I'm gonna walk over there and try to you know
this piece, Okay? Okay, uh, you do that.
Speaker 1: You can see that there's a few more in the stable.
Speaker 2: How many.
Speaker 1: Let's find out there's a total of nine?
Speaker 2: How more bid? How morbid do you want to make this, Chris?
Because can I just say like I'm going to kill
all of them? Or like, do you want me to
actually roll for that? Well?
Speaker 1: There, I mean they're newborns. You don't have to roll
the size of a kitten.
Speaker 2: Yeah, they're gonna die. I mean I've just thrown it
out there.
Speaker 1: Okay, all right, well you guys, can I hear Richter
killing the rest of the boers? What do you guys do?
Speaker 6: Start carrying Arnold back to I guess the inn and
starting a fire and there's is there like an earth?
Speaker 1: Yeah, you can try to get a fire started. Give
me a outdoor survival unless you have like stuff to
start a fire with in your trappings, It'll take an
outdoor survival test to do it.
Speaker 7: I have tender and matches.
Speaker 1: Oh yeah, that will work.
Speaker 5: Can will just get a ship ton a you know,
scrap lumber, Okay, and then yeah, load.
Speaker 1: Her up and get her going started up.
Speaker 2: Somebody, can somebody bring back the mother to the fire
so that we can cook this thing? Yeah?
Speaker 6: Okay, Can Regnan do it by himself? Or what do
you need, like bogahar or someone else's help.
Speaker 1: I mean help would make it easier, but you don't
necessarily would go yeah, okay, all right, yeah you bring
it over.
Speaker 5: The whole time, we could both be singing a really
aggressive dwarve and song.
Speaker 6: About youngling dwarfs doing dumb ship. Just applying it to
our human friends.
Speaker 1: Is the plan to stay here for the night.
Speaker 5: I suppose we're bumping down.
Speaker 3: Yeah, I guess, do you folks share what you found
with the human side of the party, because we are like, yeah,
once we get him like into a I guess an
okay place, but like, yeah, we share what we found
in the area, and that this is where the whoever
is acting as the fish rug comes to hide and
get his gear.
Speaker 6: So if we stay here, he might find us out.
Speaker 3: He could come back here. It's kind of a mixed bag.
Speaker 6: Yeah, unless we want to wait a few hours without
starting a fire and hope Arnold wakes up. Okay, in
a few hours, I.
Speaker 1: Will need everyone except Richter to give me an endurance test.
Speaker 6: Well, are we starting a fire or not?
Speaker 1: I'm assuming you guys are okay?
Speaker 4: And how much of a minus do I take?
Speaker 1: It'll just be any minuses from your current conditions. I
think you have a fatigue condition. That's it.
Speaker 4: Was that like automatically a play. Yeah, okay, I just
extra seed that.
Speaker 3: You're gonna cut the boar open like a tantan and.
Speaker 6: That's still a success.
Speaker 1: But yeah, okay, you're all fine, Ragne. You've clearly even
without your coat, the cold does not bother you much.
With the fire, you guys are okay. But the weather
starts to take a turn for the worse. There's another
snowfall begins to encroach upon you. Guys. Do you do
anything else during the evening or eventually just uh call
it a night? Uh?
Speaker 6: Do we have like enough firewood to last the night?
Speaker 1: Yeah? Any stuff here? You could use to burn too
if you needed.
Speaker 6: Yeah, just I guess set up watches in case anyone
comes in.
Speaker 2: But it.
Speaker 1: Okay, well, uh, you guys take turn sleeping and taking watch.
It's a rather uneventful evening. And in the morning, Arnolf,
if you want to uh do your rest check to
see if you were gaining any wounds. They'll be on
your main tab. Okay, you get one to water.
Speaker 6: You got a fortunate can you reroll that?
Speaker 4: I can, let's do it.
Speaker 6: Oh there you go, much better.
Speaker 1: Definitely worth it. I think you need to add it
to your character sheet manually, though I don't think it
does it automatically.
Speaker 4: Yeah, it takes me up the full as well.
Speaker 1: All right, so you wake up the next morning, you
are sore and your head is aching. All your fidy
conditions and everything are gone, and you find yourself in
the inn with the dwarves and everyone else. The smoldering
remains of a fire that they built in a hearth
is here as well. Yeah, they tell you that they
basically found the Fishrook's outfit hidden in the cellar.
Speaker 6: You found his outfit here, Yeah, in the cellar bye,
in like a little cuppy hole of someone carved out.
Does it have a coat, it has the mask?
Speaker 1: No, it's just it's a shirt, riding pants, the boots
and the mask.
Speaker 2: Fuck, I don't care if it doesn't have it doesn't
have a coat. I mean, I guess, so the guy's
hanging out here. Did you find anything else with it,
like any evidence of somebody like actually living here? No,
not so far. This is an outfit that's been stored here.
And what he puts it on here and then leaves
it from here?
Speaker 6: I assume, Yeah, so what they do.
Speaker 2: You want to do? You want to put it back?
Speaker 6: And oh we left this out Yeah?
Speaker 2: I hope these boors weren't his.
Speaker 6: I'm I don't even think it matters at that point, really,
mhm uh. Our options are staking out and wait for
him to show up and put on the gear and
then beat the ship out of him, or lee even
hope he has other gears somewhere and is trailing up
and down stealing from people.
Speaker 3: Well that's sort of tricky, I think, because I don't
imagine he'd care to turn up if we build another
fire in the hearth.
Speaker 1: You're not wrong.
Speaker 3: Well, maybe if visibility is bad enough, you wouldn't care
or you wouldn't be able to see in the middle
of the night.
Speaker 6: Yeah, and it's daytime, yes, daytime now, so I mean,
and there was a stick that probably wasn't coming here
now so yeah.
Speaker 1: And the sky is still gray overhead and fresh snow
has fallen, but you have daylight.
Speaker 2: At this point, I'm gonna tap on our can cuss
buddy here and just let him know that, man, you
had one hell of a swing. But it's a good thing.
Horsed over here finished the job.
Speaker 4: Please tell me we have some of that meat to eat?
We do, We do certainly use some of that. Thank
you as well for saving my life.
Speaker 2: There he filled you, He saved you.
Speaker 4: It's not the first time, horse, thank you.
Speaker 3: It's my job as a healer and spiritual guide.
Speaker 2: Did not even correct me's taking credit, You bet the fucker.
Speaker 6: The dwarves like these fucking humans.
Speaker 1: So what's the plan.
Speaker 2: I think what we need to do is possibly scout
out the rest of these buildings and well, I mean,
what's left of them? Really?
Speaker 6: The only other place to look is like upstairs here,
I think, right.
Speaker 2: Yeah, is there anything that you have not covered outside
of upstairs? Should we count? Should we cover the outsides. Well, yeah,
I haven't.
Speaker 6: None of us have looked like the perimeter as far
as I know.
Speaker 2: But like, let's try to put this place back together
like we found it. Get the front door back. I
mean it's opened, so let's close it and see if
we can't hang up here for another night and see
if he returns. What do you guys think?
Speaker 6: Yeah, I would say, wait for him to go in
and put on the gear and then come out in
the gear.
Speaker 2: I mean, whatever you want to do to trap them.
I'll listen to you guys on that one. But let's
just put this place back into the way we found
it and make it look like there's zero evidence of
at least tracking.
Speaker 6: Sure, yeah, we'll do whatever we can.
Speaker 4: So what do you suggest we do about the footprints
in the feet of snow?
Speaker 6: Oh? Winter storm last night? Probably can't even tell, Hike,
have you ever.
Speaker 2: Seen Bambi or were Dalmatians. Let's get a branch and
get out there and just start wolfing away. But in
real character, I will actually just say let's just get
some uh, let's get some branches and we'll just we'll
spread them out hopefully. I mean, is the blizzard, I mean,
is this snow still coming.
Speaker 1: Down lightly the evening.
Speaker 2: Okay, we will we will try to randomize at least
take some branches and try to smut out the tracks.
Speaker 1: So okay, all right, what else are you guys doing?
Anything else or just hanging out in the end?
Speaker 2: I think I'm gonna hang out in the end. Check
the upstairs, put everything back to where it was, hang
out for one night.
Speaker 4: Did you have any jewels or anything jewels, any like,
stolen goods?
Speaker 2: No?
Speaker 6: Just I mean nothing in the cellar. All we found
was is clothing and mask.
Speaker 1: Okay, So Richter goes upstairs to search. What is everybody
else doing?
Speaker 2: I guess.
Speaker 6: Maybe check out side, see if they see anything unusual
or hear anything.
Speaker 3: Okay, I'm wanna follow Rictre and see how Rick idiot
is upstairs?
Speaker 2: All right?
Speaker 5: Uh, Bogahar will also investigate the grounds, just kind of
like them.
Speaker 4: How about Arnolf, I'll just follow horse there, all right?
Speaker 1: Do you keep the fire going to keep the end
somewhat warm?
Speaker 6: I'll leave that up to the humans. Because you guys
are staying in the building.
Speaker 2: I'll take care of that. Okay, Yeah, we're gonna keep
the place warm at least, I.
Speaker 1: Mean what's left of the chimney works.
Speaker 6: Yeah, the smoke is billowing out.
Speaker 2: M hmm.
Speaker 1: Everybody who is searching around, please give me perception tests.
Speaker 6: I'll use that fortune point.
Speaker 2: Still no, oh my god, ill natural one so close?
Speaker 7: Negative two?
Speaker 1: Really all right, So all of you spread out, begin
to search this place. The walls are crumbling, but for
the most part still standing. They are heavily coated in well.
At this point the dried remains or just withered out
remains of vine. Since it's the middle of winter, but
you can see that during the non winter months it's
probably fairly overgrown. There's really nothing to be found in
the gatehouses. They are very bare and empty. The when
you go upstairs, the group of you, you can see
that it is fairly rickety, but you're able to avoid
any nasty floorboards that might make you spill down below.
Upstairs there's a couple bedrooms. Looks like birds in the
past have nested up here. You know, there's the remnants
of a couple of birds nests, but otherwise everything that
was ever of any value has long been stripped away dwarves.
On the outside. You do see that the back wall
as a hole in it and you could easily fit
through it back here, my fucking pin. There we go. Otherwise,
it's still fairly defensible.
Speaker 6: Okay, nice, I'll let the party know that there's like
a hole in the back fence. But other than that,
not too bad.
Speaker 2: My our protect perception test didn't pick up anything else.
All right, Nope, Well, I guess we'll head back down
check on the old other human forced No, I'm kidding.
I think what I'll do is I'll head to the
front gate and I'm gonna actually close it and then
start closing or at least covering up the tracks.
Speaker 1: Leading to ye soon, you guys already did that, said, okay.
Speaker 2: All right, Sorry, Sorry, I didn't realize that you were
gonna all right, all right, Yeah, I'm gonna cut up
rest of the meat and portion it out and uh
probably talk with all right, arn Off and Bocahar, do
you have any ideas on how you guys want to
plan on? Uh? You guys just want to straight up
wait for him. You want to trap? What do you
want to do if, just for let's say, for the
sake of things, he actually shows up.
Speaker 4: Tonight, Well, we definitely want to try to catch him
off guard. So we can get him alive, right.
Speaker 2: I mean, that's what she asked us to do.
Speaker 4: So something like a trap sounds like a good idea.
All right, the entrance way into his little spot, there's
only really one way in, one way out. Yeah, all right,
sounds perfect for us.
Speaker 2: All right, bunch, you head on over there and starts
setting it up. Or is he's still in a position
where he a bit graggy.
Speaker 4: Imagine my fine motor skills probably aren't fully back yet.
Speaker 2: All right, Well, I'll assist you in setting up the
trap if you need so.
Speaker 1: Where do you set the trap up? And what kind
of trap is it?
Speaker 8: Well, that's a great question.
Speaker 2: There were stairs leading down to it. I'm sorry there
was hidden behind the bar.
Speaker 1: There's a cellar door behind the bar, and there's like
a couple like a little step ladder that leads down there.
Speaker 2: All right, and that's the only entrance. So I would
imagine that what do you want to do to trap
the guy? Sorry?
Speaker 3: Did we find any paint cans or marbles lying about?
Speaker 1: Nope?
Speaker 3: No, no tarantulas or.
Speaker 1: No machine or tar or or nails?
Speaker 2: No? All right, I got it? All right? Well maybe
I mean why do you why not even set a trap.
We could just lock the guy into the cellar.
Speaker 3: Well, I thought when we said trap, this is just
more of an ambush.
Speaker 6: They want to ambush he comes out dressed up as
fish fruck, Yes, because we want him wearing the stuff
so he can't say, oh, I just stumbled down here.
Speaker 2: Sure, let's do that sounds creative.
Speaker 4: How's he just surrounding him? Might be a tramp enough?
Speaker 2: What if I'm downstare wearing the outfit when he comes down?
Speaker 6: I feel like that's a bad idea. I mean, because
then you could just say, oh, you're fish rocking.
Speaker 2: Be pretty consistent with the last few days of my
decision making skills.
Speaker 6: I don't disagree.
Speaker 5: That, Like the idea wasn't floated.
Speaker 2: Just making sure we have everything accounted for. All right, Well,
I'm gonna take your lead on this one and we
will jump him in the meantime.
Speaker 6: But if he shows Yeah, Chris, are there any other place?
Speaker 2: Look like we've never been in it though, but it
means go ahead.
Speaker 6: Are there any other ways into the like any area
besides the front door?
Speaker 1: Yeah, there's a there's a back door right.
Speaker 6: Here, okay, and then the upstairs is there like a
window that would overlook the back door.
Speaker 1: Probably, yeah, Okay, the back door is still relatively intact.
It's like pretty heavy duty like it at one point
it had like one of those bars you would lay down.
Looks like if Matt hasn't really been touched or used.
Speaker 6: Okay, So what we can do is, since you have
two doors in the party who have dark vision, one
of us can be upstairs watching the back door and
the other one can be over here watching the front door.
Speaker 2: It works for me, I'll take I'll take the front door.
Speaker 6: Okay. Then once he goes in, we will just kind
of hang out at both doors and wait for him
to come out and from there to beat him into unconsciousness.
Speaker 1: Okay, so you guys are are setting up and waiting
to see if anyone shows up. That's correct sounds yet,
So okay, So where's everybody staying and how long are
you staying?
Speaker 2: Well, this is morning time, so what twelve hours?
Speaker 3: I guess we don't necessarily need the dowars to post up,
specifically the doors to posts up at the watch points
until it gets darker.
Speaker 2: Right, I would imagine this guy doesn't come out until nighttime.
That would be my guess. But then again, who the
fuck knows.
Speaker 6: I would agree with that.
Speaker 5: Well, guys, when did she say that she got robbed
during the day.
Speaker 6: I think it was at night as she was coming
back from her boring cousins. Very poor.
Speaker 2: Boat.
Speaker 6: Yeah, only it was only a duplex mansion, not a quintuplex.
Speaker 7: Okay, uh.
Speaker 1: Okay, So you guys are just waiting until nightfall. Then
you're gonna set.
Speaker 2: Up to try to correct that is correct?
Speaker 1: Okay, all right, Well nightfall arrives and you guys take
your places. Hours begin to crawl by. Nothing seems to
be happening. Do you keep the fire going at night?
Speaker 4: No?
Speaker 6: No, yeah, you couldn't do that.
Speaker 1: Okay. Uh, Well, Dwarves, since you're kind of the lookout
people here, you give me perception tests because you have well,
I already gonna be a perception tests, but for the humans,
because it is dark, this will be at negative twenty.
Speaker 2: Yeah that makes sense. Astounding failure.
Speaker 6: Holy shit, plus two.
Speaker 5: I'm gonna re roll.
Speaker 6: That might not be a bad idea.
Speaker 1: Yeah, God, night is nine worse.
Speaker 6: It actually got worse.
Speaker 1: That's the worst test I've ever seen about that.
Speaker 6: Yep, that's fortune point.
Speaker 1: Rag Ragne is the lunar past. Okay, yeah, there's ah,
you don't see anything, you don't hear anything, the night drain,
and you all start to feel the fatigue of being tired.
If you do not rest, it's going to start to
affect you. At this point, it's you know, probably close
to midnight. You would guess it's been dark for a
couple hours. There's still much to go, and you're all freezing.
Speaker 2: All right, okay, all right, well I'll take first.
Speaker 1: Do you guys call it and go to like a
one man watch, try to get some rest.
Speaker 3: What's what's the weather like out here? Besides very cold?
Because the princess specifically mentioned moonlight, which would make sense
for circumstances, It's like.
Speaker 1: I mean, it's there's still there's still clouds. It's not
it's not like cloudless. There's still clouds in the sky
from the storm the day before, so you know, you
don't really see much of the moon.
Speaker 3: Okay, so very bad.
Speaker 1: Yeah. As a matter of fact, you guys have noticed
since you've been here, especially towards nightfall, it seems to
get rather misty on these grounds. Oh gives a very
very eerie feeling.
Speaker 3: Spooky.
Speaker 6: Maybe the coast is real, we just haven't been outside
to fight it.
Speaker 1: Okay, what's the watch order?
Speaker 6: We want to have a door on each watch so
that we have some amount of night vision.
Speaker 5: Or yeah, we'll just trade off.
Speaker 6: Sure, I guess I don't know, unless they'll one of
the humans wants to help.
Speaker 5: Well, no, I'm saying, like we get a fresh human
for like longer watches.
Speaker 7: But you and I will just be like accompanied.
Speaker 6: Sure, yeah, we'll help up and then get some sleep
when we can. So who's who's the first human? I'll
go first? As dwarf.
Speaker 1: Richter said he was going to go first, all right,
me and right there? Okay, what's the rest of the
watch order?
Speaker 4: Arnough can go second, third, doesn't really matter to him.
Speaker 5: Yeah, I was thinking we would frontload the doors because
as the you know, night rolls on, it's going to
get lighter out eventually.
Speaker 6: Okay, So and okay.
Speaker 3: If I already turned up anything until then, like well,
every last shift, how long is a shift?
Speaker 2: Like a.
Speaker 1: Oh, you guys probably got about like hours sixty eight
hours for a slideout, so about three four hours?
Speaker 2: Okay?
Speaker 1: Okay, Well, I need everyone except Richter to give me
an endurance test.
Speaker 3: This is for cold Can I pitch one more time?
Speaker 4: Uh?
Speaker 3: The priest's robes counting for cold resistance, they're they're worth
two gp. It's a big heavy coat.
Speaker 1: Is it a big heavy coat or is it it's
a big heavy ropes?
Speaker 6: Really pretty robes. Plus three, bog Let me see plus three.
But that critical success I will give you.
Speaker 1: I'll give you plus ten to your horse because you
have the ropes, and I'll take that. I guess it'd
be plus twenty because this usually done in plus twenty
increments in this game, So plus twenty easy, Yeah, Ragney
crushing it with a critical success. You don't need no
fucking code, man, yeah, man, all right, you guys are
starting to get adjusted to this and eventually, you know,
you guys do your watches and go to sleep horse
during the final watch. But actually need everybody to give
me another perception. Testing on watch, I should say.
Speaker 6: Plus lard.
Speaker 1: Once again, humans, you will be at negative twenty.
Speaker 2: Anonymously, this is during your watch.
Speaker 5: Astounding failure. Sleeping on his watch, Bogar was definitely fuck.
Speaker 2: Okay, terrible.
Speaker 3: I shouldn't have taken a watch alone. My perception is off.
Speaker 1: Where is everybody like actually sleeping, Like, how do you
guys set up?
Speaker 2: I am right behind this table here in the corner
where i'm actually physically okay, yeah, right, put my token.
Speaker 6: Oh so you guys are in the room that he
would be going.
Speaker 2: Yes, okay, I mean I was discussed with us any
no no, no no, no hold on, did you discuss
with us any plans and how you wanted to do this?
Speaker 1: Let's not waste more time, all right, because you guys
are already sucked it up. So yeah, where are you standing?
Speaker 6: Ragney would have been doing watch right here and then
probably just resting in this corner. So that was what
I said originally.
Speaker 4: Okay, Yeah, what was this building on the right side here?
Wasn't it like something else?
Speaker 1: It's part of the end. It goes up to the
second floor.
Speaker 4: I like the idea of being in there anyway.
Speaker 3: And the trap door is on this side.
Speaker 6: The trap door is behind the bar.
Speaker 2: Is this main building?
Speaker 4: Yes, okay, I think I'll be like in the like
behind the bar, okay, like somewhere in this area.
Speaker 1: The bar's over here on the right.
Speaker 4: Oh, that's fart where am I?
Speaker 1: It's just like, what is this? It's a table and
like a cupboard. I'll stick here, okay, okay, So so
where are you saying worse?
Speaker 3: I'll send by Arnold in the corner here.
Speaker 1: Okay. You're sitting there and you hear something from outside
by the back door. Sounds like like a light tapping.
Speaker 2: Who here's this light tapping?
Speaker 1: Urst. He's the only one that's awake right now. It's
on his watch. This happens.
Speaker 2: Here.
Speaker 1: It sounds like a like a tapping, like a light
light thud.
Speaker 6: Like thud.
Speaker 1: Yeah, you hear like just like a and then you
hear like a sporadic you hear it maybe three or
four times.
Speaker 6: I didn't hear it. I didn't hear whatever you did, Chris.
Speaker 1: It's just like a light, like a light tapping or
a thud.
Speaker 2: So I'll uh.
Speaker 3: Wait pensively to see if anything happens.
Speaker 1: You wait for a few minutes, nothing happens.
Speaker 3: I'm gonna yes, because the door I can see through.
Do we close this door on the other side the
door we never We never opened the door.
Speaker 1: That's the just the bar door.
Speaker 2: Do okay.
Speaker 3: I just want to make sure that I can see
across through to the you know, the threshold where the
path endo the trap would be you know the dungeon.
Speaker 1: Yeah you can see it?
Speaker 2: I don't know.
Speaker 3: No, wait, just just a little bit more and then
probably wake up Arnolf.
Speaker 1: Yeah you uh after a couple of minutes to hear
it again once or twice?
Speaker 3: Yeah, oh, shake Arnolf awake and say I hear something
out there? If do you think we should go?
Speaker 2: Look?
Speaker 3: Nothing's come in.
Speaker 2: Now?
Speaker 4: Is this happening?
Speaker 2: Like?
Speaker 4: Is this a consistent sound so I can hear it?
Or is it just kind of like a little more sporadic.
Speaker 1: Well, once he wakes you up and you kind of
come to you, do you hear it? Occasionally?
Speaker 4: I say we could step a little closer, see if
we can, you know, hear it a little better? See anything?
Speaker 3: Are these stairs up on the north end of the building,
can we like try to.
Speaker 1: H they They did go up, but there they don't
lead to anything anymore.
Speaker 3: Okay, that fell off?
Speaker 1: Well, I don't know if you want to give me
a perception at at minus twenty here, Hey, you don't
all you hear? Is that a few more times?
Speaker 4: I say we could take a few steps closer.
Speaker 3: Creek towards the sound.
Speaker 2: Um, hm, we wake richter Man, I'm up?
Speaker 4: Yeah, sure, why not, as soon as we'll bring Richter
onto this. He's close enough, okay.
Speaker 1: As you uh, guys make a way across the room
and you uh you turn to see to go towards Richter,
you can see in the darkness shape moving in his direction,
like around the corner, and you catch you catch a
glimpse of of another shape near the window on this wall.
Speaker 2: And now he got two shapes. Okay, ghost, Yeah, it's
the ghost, guys, the Jesus Christ. Okay, so they wait,
have you guys woken me up yet or now? No?
Speaker 1: They that's what they what they see. After a couple
of seconds, the shape stops and you realize that there
is a person in here with you, guys, and that
another one has crawled through the window over here. You
see that the one that was going towards Richter realizes
that you guys see them, and although it is dark,
you can tell that they are pointing a weapon at you.
You're thinking it's a firearm of some.
Speaker 2: Sort and.
Speaker 1: Very low. The voice whispers, not a move, and at
this point you see another one sneak through the front door.
Speaker 4: All right, let's take it easy here.
Speaker 1: Let me rule something here, Okay, Ragne and Bogehart. Please
give me perception.
Speaker 8: Tests, okay, oof.
Speaker 6: Oh minus two rit.
Speaker 2: Minus one one.
Speaker 1: Right, both of you are jostled awake almost at the
same time, and when you awaken you find yourself staring
at three hooded figures, ah clearly having just gone through
your stuff, and you see one of them has some
rope and was starting to tie up Bogahar. However, one
of them has stepped on something, a loose floorboard, and
made a noise that was loud enough to wake you
guys up. What do you do they are I'll just
show you a fucking pictures. They look they don't think
they're adults. They're not quite as big, and you can
see that they are all wearing hoods over their heads
that look like basically like you know, brown sacks, just
like burlapped sacks with eyes cut you know, eyeholes cut
out of them, and they have very rugged looking or
like kind of fake looking.
Speaker 2: Image.
Speaker 1: Yet no, I haven't because I can't find it. Okay,
but it's very very low quality. The clothes they are
wearing are low quality. Since you guys are doors you
can pretty much see in the dark, and they basically
have like stuff put on the mask to make it
look it has like a bird nose, but it's it's
like very low low quality, like they fucking took like
a broken branch or, like a rotten carrot, and it's
like tied to the mask. They do appear to be
armed mostly with like you know, clubs and bludgeons, you
know the ones. The one by you is like he's
got both of his hands filled with the rope and
he's trying to tie up Bogehart, and the other two
clearly have just like sifted through your pockets and probably
lifted some stuff. But you guys both awake when they
make too much joys.
Speaker 6: Yeah, Ragney will start swinging, oh.
Speaker 5: And Bogahar absolutely would.
Speaker 6: Well, I assume I don't have my weapons, so I'm
just gonna start smashing my meaty hands into faces.
Speaker 2: Yep.
Speaker 1: Sure, Yeah, Well let's go ahead and roll initiative here.
M hmm.
Speaker 6: Well, I'm not very good at initiative, so rip to that.
Speaker 2: Same you might be ripping anyway right now?
Speaker 6: Oh okay, Yeah, damn, we're not too bad rolling a ten,
get a twelve total.
Speaker 1: Yeah, everybody can roll we missos. Put everybody on the.
Speaker 4: Get in here.
Speaker 5: You you get an initiative adult swim boys, I rolled
the wrong thing.
Speaker 3: Why is this must have because it's not all two's.
Speaker 1: Hold lot of this thing's being really stupid.
Speaker 2: Yeah, they get hot off o.
Speaker 1: There you go. Can you guys see the full initiative trick?
If you pop, if you if.
Speaker 3: You pop it out, it's getting populated.
Speaker 6: Now yeah I don't I don't know about popping it out.
Speaker 2: I've done that, but I couldn't.
Speaker 1: See the numbers when it's in the game for some reason.
Oh weird. Well let's get a little more action music here,
nothing too crazy.
Speaker 2: What I want to lunch for? The guy came out
of the window, Well that's love.
Speaker 5: Yeah, just get some bird people punching music, do you Uh?
Speaker 2: These guys have seen cool runnings right nor remember remember
the guy doing the cow dancing at the bar and
all of a sudden he's like, oh gotta go, and
he just jumps out of nowhere. That is what I
am doing right now.
Speaker 6: Jumping out of a wid though.
Speaker 1: All right, so Richter, give me a perception test please.
Speaker 2: Okay straight up?
Speaker 1: Yes, oh yeah, it's.
Speaker 2: Three year.
Speaker 4: Out of one hundred.
Speaker 1: Okay, uh, you very groggy, like come to something wakes
you up, but you equalled what their test was. So
you're awake, but you're spending this round basically trying to
figure out what the hell's going on. So you don't
have an action this turn, but you are awake. Bogahart,
you are up.
Speaker 2: What you do?
Speaker 5: Oh I'm up, I'm awake and I'm punching.
Speaker 1: Okay, give me a melee brawl.
Speaker 5: I got melee basic is that?
Speaker 2: Just do?
Speaker 1: Just do a weapon skill test if you don't have
melee brawl. Oh okay, let's see.
Speaker 5: Target the guy that you're well, I'm gonna re roll anyway. Okay,
but uh now, maybe it'll go to him.
Speaker 1: Hm hmm, that's one. All right, Okay, you strike him.
I have no idea what unarmed damages in this game.
I think it's just your strength though. Let me check
the first like a real, real unarmed attack I've had
here we go unarmed combat. That's probably just your strength bonus,
I would imagine.
Speaker 7: Okay, so three, yeah.
Speaker 1: Strength bonus plus successfuls will say so far, Okay, he
had negative two, so six. Okay, she punched this guy.
Probably kid. It seems like like like let's out like
a you know, like a muffled like, oh, you know,
you strike and you get a point of advantage, and
then we are on to rag Me.
Speaker 6: Yeah, I guess I'm reading one of my talents to
see if I have to kill everything in front of
me or not pacified, not not murder pacified. So Ragney
will get up with a roll and start shouting words
Inksalid as he goes into a frenzy.
Speaker 5: Uh oh, and they just don't make any sense. He's
like Hotel nine.
Speaker 3: No no, in.
Speaker 6: Casalid, you would understand that they are dwarven names.
Speaker 1: Oh so let me just read this. With a willpower test,
you can work yourself as a state of frenzy by
psyching yourself up, allowing, biting your shield, or similar. If
you succeed, you become subject to frenzy. Okay, we'll give
us a willpower test. Success subject to frenzy you are
immune to all their psychology and will not flee or
retreat for any reason. You must always move at full
rate towards the closest enemy you see in order to attack. Generally,
the only action you may take is a weapon, skilled test,
or athletics test to reach an enemy more quickly. Further,
you may make a free melee attack test each round
as you're throwing everything you have into your tax lastly,
gain me bonus of plus one strength bonus such as
your ferocity, Your remain frenzy until all amazing line of
sight are pacified or you receive the stun condition or
unconscious condition, and when your frenzy ends, you immediately receive
a fatigue condition.
Speaker 7: Oh yeah, awesome.
Speaker 6: So I am going to do my first one. The
guy right in front of me or the child right
in front of me?
Speaker 1: What Cosmo dan.
Speaker 6: So oof only a minus.
Speaker 1: One okay, minus five okay.
Speaker 6: So uh my strength is right now five okay, and
I beat him by four, so he takes nine damage.
Speaker 1: Okay, that like doubles doubles him over and he like
kind of staggers back with it like a whimper. The
other one is the one that uh uh, the two
next to you both had like like weapons out. The
other one that that Bobahart's fighting was the one with
the rope.
Speaker 6: Okay, so as this one whimper is, I'm just gonna
reel the other hand back and smash him into the
back of the skull one yeah, okay, So.
Speaker 2: Oh man.
Speaker 6: Plus five I'm not trying to kill them, it said pacify.
Speaker 1: But yeah, no, no, no, that's that's fine. Okay, he's
got plus.
Speaker 6: Two, all right, so he takes eight more damage eight okay.
Speaker 1: He like you can tell that that almost knocks him unconscious,
Like he's clearly like like it's like in a boxing match, right.
You just like cracked him in the back of the head,
and he's probably like a little dazed as he's staggering around. Yeah,
I'll be sure you guys give yourself advantage for those.
Next up is Arnulf. You guys can hear the shouting
and fighting from the other room.
Speaker 4: Yeah, I was gonna see that.
Speaker 1: These people uh look uh yeah, they look ready to fight.
A little surprised. The guy saws the gun pointed.
Speaker 4: At you, and it looks like a like a real gun,
Like this isn't like it looks.
Speaker 1: Like it's a blunderbuss.
Speaker 8: Makes sense.
Speaker 4: I'm gonna whisper to a horse real quick, like do
we attack them or do we just do what they say?
Speaker 1: You can tell that the foreign here like they're not
they're not making to like strike at you guys right now.
They seem to kind of like an indecision, like you are,
like do we do we fight?
Speaker 3: Like?
Speaker 1: What do we do?
Speaker 4: I'm thinking, Uh, I'm not going to attack. I'm just
gonna stand my ground here.
Speaker 1: Okay, do you say anything to them?
Speaker 4: Not yet?
Speaker 1: Okay? Well seven is the rest of them, Ragney. The
one that you're fighting is like kind of trying to
stumble out the door, like obviously to get away from you,
but clearly like doesn't really know where they're going. Bogahar,
the one that you're fighting, tries to strike back with
an unarmed attack. Uh, basically trying to like wrap you
up and grapple you with the rope plus one.
Speaker 7: Okay, uh, what would just be weapon skill?
Speaker 1: Yes, okay, all right, so yeah, you're able to fend
him off and clearly with the rope it doesn't have
any idea what they're doing.
Speaker 2: Cough.
Speaker 1: And then the other one, uh next to you, Ragny,
he looks kind of crippled with into decision, but takes
a swing with like his little cudgel thing.
Speaker 6: Minus three, rough, Bud, I cannot do the normal things.
I'm just gonna do a mainly weapon skill, and you
don't have mainly browl either.
Speaker 1: No plus three all right, yeah, you get your arm
up in time and basically block the attack. And when
you push this one back, you can tell from the
sound that they make that it's probably a female, and
you realize, like she's way skinnier than these other two
and like way easier to push back.
Speaker 5: Chris, the one that stumbled away, would that give Ragney
an attack of opportunity?
Speaker 1: No, because he's still in combat.
Speaker 6: Oh okay, thanks for the Yeah.
Speaker 1: Meanwhile inside, the one pointing the gun at you, Arnolf
uh kind of with a with a like a quivering
voice a little bit. He's like, what what do you
What are you guys doing here?
Speaker 4: We just were some travelers going up to Sigmar Temple
and need a place to rest. We assumed that these
were just some ruins abandoned nobody's home.
Speaker 1: Well, you you can't stay here. You gotta leave.
Speaker 4: That's fine. I don't think my friends and I will
have any problem.
Speaker 1: What do you say, horsed.
Speaker 3: Else, We just let us pick up a friend and
we'll be on our way.
Speaker 1: He like starts to back off to one side where
the other guy is keeping the gun trained on you.
Speaker 4: Look you're awake, right, yeah, horse to your turn.
Speaker 3: I guess I was gonna put my arms up, not aggressively,
but utter a prayer to Manon in trying to say like, oh, Monon,
deliver us from this conflict and invoke blessing of battle.
Speaker 1: If that's possible, sure, yeah, go for it. Give me
a slick.
Speaker 3: Let's see if I can actually get one of these.
Speaker 1: And I have a warrior priests. Now I'm gonna alert today. Okay,
your your prayer goes off. What does it do?
Speaker 3: U ten weapon skill, which I'll uh, I can throw
it to myself or Arnold say.
Speaker 1: Oh, also if you do have to, well, if you
target Arnulf and then go to your blessing. If you
open up the drop down, it says apply blessing. So
if you haven't targeted to do that, it should give
him the bonus. There you go, blessing applied.
Speaker 4: Can I see this in my character sheet somewhere?
Speaker 1: Well, you can see there's a toe. There's an icon
on your token now up there and under effects you'll
see it.
Speaker 4: And it is blessing bad if you right, no, it doesn't.
Speaker 1: You can't open it, but it's probably giving you a book.
Speaker 2: Yeah.
Speaker 1: If you look on your main table, it says under
modifiers plus ten for weapon skill. So you I mean,
I don't know if you've been around horse long enough
to know that you know he can manifest his prayers
in believable ways, and you can feel this kind of
surge through you that gives you some confidence and you know,
makes you feel like you can handle yourself a little
bit better in a fight. How long does that last
for horst sticks rounds? Cool? All right? Well, next turn, Richter.
You are awake, you can see that there's kind of
a standoff going on. There's a couple armed people in here.
One of them has a gun pointed Arnolf and horsed,
and then the other two are kind of watching from
the corner. You obviously heard what they said too. But
now it's like all making sense.
Speaker 2: All right. I wouldn't be able to make a jump
at the guy with the gun, right, That would be
a long way to try to get him off guard.
You got a gun pointed at him. But I think
I'm gonna go for the guy with the gun.
Speaker 8: Can I make it?
Speaker 1: You can attempt a charge? Yes, give me a athletics test, okay?
Speaker 2: Do I get any benefit from the prayer? No?
Speaker 1: He didn't put the prayer on you.
Speaker 2: Let me let me use my last fortune of point.
Speaker 1: Oh ridical failure.
Speaker 2: Fuck me.
Speaker 1: You go charging across the room and you trip over
the table landing prone that's broken, broken prone. We gotta
kn't turn it off.
Speaker 2: There we go.
Speaker 1: As you do, and you crash into the floor. This
guy reacts way faster than you and turns the gun
at you, and he holds the trigger. Arnolf and horsed.
You can tell that this guy jumps like out of
fright and just like kind of instinctively just turns. He
probably doesn't even see Richter coming at him, and he
just turns and pulls the trigger like instinctively.
Speaker 2: How much am I gonna take here?
Speaker 1: I don't know. I have to see what all these rules?
Guns always have like a ton of fucking like things
on them.
Speaker 2: This one last, Oh god, that does sound good.
Speaker 1: Yeah, Club Rector, you have fate right, it's not gonna
hit anyone else. All right, Well, he's let's do his attack.
Speaker 2: Here hopefully just.
Speaker 1: No amp. Really they get they fucking hold on. I
was gonna say they put they made characters that don't
have ammunition, like, okay, that'd be stupid. I have to say,
come on, an empty gun yeah, I mean maybe right,
but no, it's like, oh, he's supposed to have AMMO.
I'm like, we they better fucking give AMMO something I
paid for here, right, Okay, oh boy, wunderbuss. Oh four
yard blast? But what oh oh because of the powder
all characters within four yards of the struck target. Heke
success level plus weapon damage. Oh so that's that's I
think gonna hit everyone.
Speaker 6: Including the guy who's shot.
Speaker 1: No, it'll hit the three of you though, Oh oh
my god. I mean I guess it makes sense because
he's turning past you guys to fire at Richter. So there,
it's just like this blast of shit just goes flying
across the room and hits you guys. Or sixteen damage
each in the body?
Speaker 2: Can I touch that damage? Is that what you just said?
Speaker 1: That's what it says here, sixteen damage?
Speaker 6: Yeah, the ones have the damaging trait. Well, if you
have a fate point, you can use your fate point
to not take damage from the attack.
Speaker 2: Well that's what I'm gonna do. If you do.
Speaker 1: Fade is burned permanently.
Speaker 6: It's very it's not easy to get back. I don't
I don't. I didn't see anyone get it back in
a chapter that I.
Speaker 2: Played, So I don't know it's burned permanently, yes.
Speaker 1: Yeah, and that'll reduce your fortune points permanently as well.
Speaker 5: Yeah, I don't remember an instance, I mean.
Speaker 6: Unless I mean, you guys have armor and bodies. So
it's sixteen yeah, minus your armor and body enough to
knock you out.
Speaker 4: Even with my armor, it would take me to negative one.
Speaker 3: Sh Yeah, puts me at exactly zero.
Speaker 6: I think man one attack three points, Chris, that's got
to be a record.
Speaker 1: I mean, if they use it, you could just fucking
take the critical and see what happens.
Speaker 3: There's no no defense or anything against that.
Speaker 1: It's just no there is. There is generally not defenses
against guns unless you're in close combat.
Speaker 2: Well, I think you'd taken the critical.
Speaker 1: Might have he rolled ball or he rolled in eighteen
so yeah, he rolled really really good plus five hit. Yeah,
however he made he's got a real.
Speaker 2: Gun now, so there's that, you know, Yeah, all three
of us.
Speaker 1: Right, Okay, so is anybody you can you can do
the only thing you can do here is you can
spend a fate point him to ignore to avoid all
the damage from this attack. Otherwise you will take the damage.
If it drops you to zero or lower, you're going
to take a critical wound, which could be really bad.
It could be nothing.
Speaker 4: I will burn a pay point.
Speaker 1: Okay, so I will permently reduce your fortune by one
point as well. Accept your pa because your your fortune
is only over equal to the max fate. Yeah, go
ahead and reduce your fate. Horse, how about you? Are
you muted?
Speaker 2: Yeah?
Speaker 1: I was a praying me down.
Speaker 3: I guess I'll do it.
Speaker 1: Hey, you don't have to, man, I'm just telling you
what your options are.
Speaker 6: I mean, as long as one of you is up,
the other two can probably start by long enough for
me and okahart to knock our children out to come.
Speaker 1: Hell, I mean, you might get a shattered elbow, you
might get a stubbed.
Speaker 6: Toe, you know, yeah, seven bleeding conditions.
Speaker 2: Maybe is there a weird chance to use a face
point when you are at the die out right? Yes?
Speaker 1: Of course?
Speaker 2: All right, Well we're gonna wait for this.
Speaker 6: Take it critical, okay, okay, and living on the edge.
Speaker 2: I love it.
Speaker 1: Then, all right, Yeah, So the shrapnel rips through what's
left of the table that you've crashed into. In between
crashing into the table, and the fucking shrapnel just shredding
the room. This guy fucking ducks behind whatever is there is.
You know, it just tears through everything.
Speaker 2: And he didn't hurt his buddy.
Speaker 1: It's no because it's blast. It's blast from the target
and you know technically you were the target. So okay,
So reduce your wounds to zero and then let's roll
on the critical. He hits you in the body, right, yep,
body body? And what what are you add? Exactly are you?
Does that bring you into any negatives or just at zero?
Speaker 2: That would put me well, he said, there's no defense
to it, right, correct, So that would put me in
negative five?
Speaker 1: What's your toughness bonus?
Speaker 2: Toughness bonus the thirties?
Speaker 1: Okay, so it is a straight up critical. There's no
changes to this.
Speaker 11: Boy hoping for the shattered obo, crash pelvis. If you
almost died, this is still probably.
Speaker 1: Gonna kill internal bleeding gain, a bleeding condition that can
only be removed through surgery.
Speaker 4: Oh and it does this contract blood and it does.
Speaker 1: Five wounds all and you contract blood rot, which is
a terrible, terrible disease.
Speaker 2: I'm gonna have to throw a point at it.
Speaker 1: Yeah, let's see what we can do here for a
ridical this fuck.
Speaker 10: Oh my god, it's my character after upgrading him, Welcome
to warhammer man, don't fuck with guys with guns.
Speaker 4: You literally just woke up, tripped over and you're dead.
Speaker 1: Yeah, to be fair, you are the guy that charged
due to the gun right.
Speaker 4: After I tried to de escalate.
Speaker 1: Yeah right, Okay, we're just gonna think I should leave.
Speaker 2: Great, I'll fucking kill you, okay, but be honest, I
woke up in a paddock. Guys.
Speaker 1: Oh that's true. No, it all makes sense. Oh man, okay,
let me just check what else we can do here. Okay.
So the other thing you can spend fate on there
is there's two things. The first is how did that miss?
Which is you avoid all the damage. The second one
is die another day. Instead of dying, your character is
knocked out, left for dead, or swept away by a river,
otherwise taken out of action. Your character survives no matter
how fatal the incident's circumstances, but takes no further part
in the encounter, So you can't actually use that until
you die. So if you are to die during this
because of the bleeding or anything, that's when you would
use that. But you're taking the critical hit right now,
so I should be able to put this on your character.
But it's not working. What is going on?
Speaker 2: Well, that's good. At least you know you can be
taken somewhere eventually, and I don't.
Speaker 6: I don't know if you can care blood rot.
Speaker 1: What's worse is he has he has a bleeding condition
that can only be removed by surgery.
Speaker 4: But you can't like fortune point this roll away. Do
you even have any left?
Speaker 1: Well, there's no role, oh for like.
Speaker 4: The critical that's just like whatever it is, it is.
Speaker 1: Yeah, I don't I don't think you're You're not You're
not making the role so that it's an effect. Yeah.
I think the update must have fucked up criticals because
I can't put the critical effect on your character right now, Ben,
So please give yourself a bleeding condition.
Speaker 2: In the notes.
Speaker 1: Yeah, and I put blood rot on your character as well.
That's I don't even want to know.
Speaker 3: If you like suitcase, is there any context stuff for
I guess I don't see it.
Speaker 6: I mean you can click the.
Speaker 1: Yeah, I'm saying, what is it called internal bleeding? My damage?
Speaker 2: Is that?
Speaker 1: What the name of the critical is internal bleeding correct ABCD.
Speaker 6: So blood rot lasts for one d ten days. You
have the systems of symptoms of blight, fever, severe, and malaise.
Speaker 2: I've already got those things, so I mean, I don't
know if you had no I didn't have fever, but
you know I had a cold cough.
Speaker 1: So your very blood is diseased and your heart now
pumps sickness through your body. Leeching the rot is an
accepted cure, but some doctors instead cut careful incisions near
the neck to free the decontaminated blood. I'm sorry to
free the contaminate blood, demanding that why I just keep closing,
Stop demanding the patient ingest vast quantities of healthy blood
to replace what is lost, whether the patient accepts such
remedies or not, with or without treatment, blood rot is
deadly and will likely end in a visit from a
Mourner's guild and the cult of more. It's instant, and
you have this for detail ten days. It's only three days.
Speaker 6: That's not the head.
Speaker 1: What is blight? Hey, let's invoke blight. Oh boy, I
don't want to know. You are seriously ill and perhaps
close to morse portal as deadly poisons flow through your body.
Pass a plus sixty endurance sense daily, or die. Pass
some weight, perhaps in your sleep, perhaps lost in a fever,
or perhaps an agony. If the blight is marked as
moderate or severe, the test is different. Okay, well it
is just regular blight, regular old blight.
Speaker 6: That's good.
Speaker 2: You have a.
Speaker 1: Severe fever and you have malaise. Oh you get a
tea condition.
Speaker 6: He's also bedritten.
Speaker 1: Your temperature is high. You're likely sweating and really don't
look well at all. Suffer minus send to all physical
and fellowship tests. If your fever has marked it as severe,
which it is, has completely capacitated you, leaving a bed
ridden take the unconscious condition, though expenditure of a resolved
point can bring can bring consciousness for a few minutes. Wow, okay,
there's some fatigue conditions for you. Wow. Wow, okay, you
have a bleeding condition.
Speaker 6: There's just unconscious bleeding and has blake. We don't know
what's happened.
Speaker 4: Any sweating from the fevers.
Speaker 1: Unconscious? Okay, well that happened. Uh wolgahar your turn. You
hear a gunshot go off, lots of panic screams from
the other building. Yeah, pretty much.
Speaker 5: Yeah, I'm still focused on punching my kid.
Speaker 6: So okay, my kid bro.
Speaker 1: The skid man?
Speaker 5: Uh, all right, weapon skill?
Speaker 4: What a.
Speaker 8: All right?
Speaker 7: Plus one.
Speaker 1: Minus five to the head. How much damage is that?
Speaker 5: So that's six plus my uh toughness right or strength?
Speaker 1: Right?
Speaker 2: Uh?
Speaker 5: So that's nine to the head.
Speaker 1: Okay, that guy drops unconscious.
Speaker 5: Yeah, don't touch people their sleep.
Speaker 1: And then you can you can move if you want.
Speaker 6: Did the kid I was meeting up drop his cudgel?
Which one the one who's like trying to stagger out
of the building.
Speaker 1: No, he still has it, but he's clearly more intent on, like,
you know, not getting getting punched in the face again.
Speaker 2: Really, we're not fighting children, are we? Yeah?
Speaker 5: I mean I don't care.
Speaker 6: I just you know, if the kid's trying to kill you,
I'm wanna knock him.
Speaker 2: Out, absolutely I will. Guy just killed me, Yeah.
Speaker 6: And so I gotta make sure you don't kill anyone else.
Speaker 1: Okay, what do you do with me?
Speaker 6: I'm punching the kid in the face, okay, plus three?
Speaker 5: Wasn't I wasn't moving, Chris?
Speaker 1: Okay, all right, Yeah, you're easily able to h to
knock this guy out as well.
Speaker 6: All right, Can I grab his cudgel? Yeah, and I'm
gonna turn around and smack the other kid with the cudgel.
What are the stats of a cudgel?
Speaker 1: It's just a basic hand weapon. As you as you swing,
she like she holds up her her hands like in defense,
like surrender.
Speaker 6: Then you would just yell sit the fuck down.
Speaker 1: She she does, so she like backs up, throws her
up into the ground.
Speaker 6: He'll saying, Coslin, but take care of them. And he's
gonna sprint, uh or whatever. I don't know what the
distance it's gonna move in here.
Speaker 1: Okay, Arnulf. So you walk in Ragney, you can see, uh,
the gun has gone off. Horst and Arnolf are like
covered in shrapnel and minor cuts and like gunpowder. Richter
is down in just a heap, in a crushed, shredded
remains of a table, and all three kids are screaming
like what the fuck did you do? You fucking killed him.
We're supposed to show him, We're supposed to scare him. Yeah,
Arnoff your turn.
Speaker 4: Yeah, I wanted to charge at the gunman just screaming dwarfs. Okay,
get Raggy and Bogehar's attention.
Speaker 1: You could charge yeah, you can have uh twenty on
this because he's he's like in total shock at what's happened.
Speaker 6: You can definitely hear Ragney is now in the building
as he's still shouting in cosmic.
Speaker 1: All right, make your attack.
Speaker 4: He said it was a plus twenty, yes, noise dope.
Speaker 1: All right, he will attempt to block minus one. You
do hit him. Uh, that'll be eight damage to the leg.
The kid screams in pain as you see Arnold hacks
him in the leg. Uh, clutching it, screaming.
Speaker 2: Hole.
Speaker 1: They are next. This guy in the corner hops out
the window and runs into the into the night. Uh.
This guy tries to dodge past you, Ragney and runs
when he sees all this going down.
Speaker 6: Do I get an attack about?
Speaker 1: He's gonna make a dodge to see if he can
dodge past you. Okay, fails are good? An attack about?
Oh he fails. He dodges right into your fist.
Speaker 6: Oh I'm using the cudgel.
Speaker 1: Oh yeah, get an attack.
Speaker 6: What's what's my bonus?
Speaker 1: It's just a melee basic weapon, so you can just.
Speaker 6: Well, uh, he's doing an attack of opportunity.
Speaker 1: Oh yeah, that's right. You get one advantage and plus
twenty to hit.
Speaker 8: Okay, oh boy, m hm, oh.
Speaker 1: Oh my god, natural one?
Speaker 6: Oh man, like what he said, trying to kill him,
but definitely.
Speaker 1: Ony one damage with a basic hand weapon on. I
mean he's gonna get a critic because you are using
a weapon. Yeah. That that drectfully drops him to zero.
Would you like to roll the critical please? Sure his
right leg?
Speaker 2: Oh? I hope you fucking kill him?
Speaker 6: Yanks?
Speaker 2: Oh like a leg?
Speaker 6: Is this minus twenty no?
Speaker 1: Ohd twenty one damage. I'm trying to do non lethal.
Speaker 6: I can't control the fact that rolled it one.
Speaker 1: Uh well.
Speaker 6: All right, well here's here's what happens.
Speaker 3: This is a dollar O.
Speaker 1: The blow crushes your foot. Uh make an average blah
blah go prone, who's already prone? Oh, lose one toe
plus one additional toe for each success level oh ocause
he has to take the endurance test and if he fails,
he loses toes.
Speaker 2: Yeah.
Speaker 1: Oh man, okay plus twenty Okay, so he's got like
a fifty Okay, he passed, so he doesn't lose any toes,
but he does getting two bleeding conditions. Oh and also,
if you don't receive surgery within D ten days you
lose the foot entirely for a kid. Let's see how
many days? Two days? Oh wow, you crush the shit
out of his foot. He's dead, I mean, yeah, he
collapses to the ground, screaming and bleeding. Yeah, horse, finish
us off.
Speaker 3: Uh Now, how many conditions can prayer help for Richter?
I don't tell me, because somebody's prown exhaustion is not interesting.
Speaker 2: H I might.
Speaker 3: I might just do a heel check to try to
stop bleeding, which he has a lot of. If that works,
or I guess the bleed is the bleeding all internal?
Speaker 1: The bleeding is okay?
Speaker 3: Can I prayer that that's still a condition that prayers
could help against?
Speaker 2: Though?
Speaker 1: I yes, But you don't know that he's bleeding internally,
so I think I think the fair thing would be
you have to make a if you make a heel test.
If you pass, you'll realize he's bleeding internally. If you fail,
you don't realize that.
Speaker 3: Yeah, I guess I do want to probably do a
heel test on him anyway, just for.
Speaker 2: I'm sure.
Speaker 3: Triage reasons. Uh yepkah, all right, hold on one more time,
let me try that again.
Speaker 1: Just like you do realize he's got to be bleeding internally,
so you may attempt your prayer test.
Speaker 3: All right, let's go. That is a failure, all right,
last one?
Speaker 1: Oh so close? All right, a failure though, okay, and
then okay, so that the end of the round, the
last thing that happens. If you are unconscious and bleeding,
you have a chance to die outright from blood loss.
For every bleeding condition you have, there's a ten percent
chance that you die from blood loss. So then I
need you to roll a D one hundred. If you
roll a ten or less, you die from blood loss.
And I will roll for the kid who's got two
bleeding conditions. Oh all right, both of you are fine.
You don't die from the blood loss. But holy fuck,
what a fight. And unfortunately that is all the time
we have for tonight. So we will call it at
that and we shall see what happens next time. Everybody can.
I'll give you guys XP here tonight.
Speaker 2: This worth I'm dying. I still get XP.
Speaker 1: Yeah, take take the XPE. Not a whole lot happened today,
but that's fine, A.
Speaker 2: Determined whether and I.
Speaker 1: Everybody take their XP.
Speaker 2: Yes, we did, thank you.
Speaker 1: Uh there we go, perfect okay, well we will call
it at that and next time we will see who
these kids are and what is going to happen as
uh as we get to the end of things here.
So thank you patrons for stopping by once again, and
we'll see you, same time, same place next month. Night night,