Speaker 1: Previously on oops All Bards. After separating to learn more
about the nefarious goings on on their train, the Bards
and Acting Secretary of War Gideon storm Caller reunite and
continue their investigation. Kelonian tries to reassure the passengers in
the coach car, but manages to provoke a panic instead,
and ultimately its Bell's unconventional breathing exercises that prevents bedlam
amongst the passengers. As the party prepares to move on
to the next car, another porter bursts through the door,
claiming she's been paged.
Speaker 2: By the engineer.
Speaker 1: For a moment, it seems like a fight might break out. Fortunately,
Clarice acts quickly and casts a spell that compels the
porter to lead the Bards to the train's freight car.
The Bards follow the enchanted porter through another coach passenger car,
where they encounter two more porters. Now a fight does
break out, but the Bards ultimately prevail. Clarice dispatches one porter,
an acting Secretary storm Caller, whom I should note has
been quite ineffective up to this point, deals the killing
blow to the other.
Speaker 2: After defeating this pair.
Speaker 1: The Bards follow the enchanted porter into the freight car,
where the porter immediately turns hostile. This time it's Keilonian
who acts quickly, putting the porter to sleep before combat
can get underway. Free from their adversaries, the Bards and
Secretary storm Collar begin to investigate the content of the
freight car, and that's when they discover two large crates,
one containing a gelatinous cube and the other a large
cage that are clearly intended for the capture and torture
of Acting Secretary Gideon storm Collar.
Speaker 3: You wanted monsters all slain by their betters, but you
ain't seen nothing like arts and letters. Look who has
answered the cry of distress?
Speaker 4: Oops?
Speaker 3: It saw Bards.
Speaker 5: Oh what a man.
Speaker 3: You think we're a joke, But in truth, we're all in.
We fight like we learned it in books, because we did.
We all survived college with charisma. Impressive. Oops, it's all Bards,
and yes it's excessive.
Speaker 5: If you're still confused, we'll explain to you.
Speaker 3: Thus there's nobody left, so that's why they call us.
We'll fight or we'll otherwise role for successes.
Speaker 5: Oops, it's all birds.
Speaker 6: We hope that.
Speaker 3: Addresses all that you have to know to enjoy listening
to our all Bard party sent off on a mission.
Speaker 7: How'll it go?
Speaker 4: Well, we're sure you can guess.
Speaker 6: Oops, it's all bars.
Speaker 8: Oh, Andre, Carol, You're at a.
Speaker 6: Bell Tsunamio.
Speaker 5: Colonian Stumps, Saluver College.
Speaker 4: Clari sour Cloud's Palmage.
Speaker 9: Ha Cretaceo thunder Thigh Sluvere College.
Speaker 1: Welcome back to Oops All Bar. It's the actual play
podcast that does what it says on the box. I'm
your host and game master, Jillian Ashley Blair IVY. But
if you call me anything other than Jill, I'm going
to assume you're.
Speaker 2: About to write me a parking ticket. Bards, please introduce yourselves.
Speaker 5: Hi.
Speaker 10: I'm Tatesen Hadas and I play Cretasio thunder Thigh.
Speaker 6: Hello.
Speaker 4: I am Anne Coleman and I play Clarice sour Cloud.
Speaker 6: Hello, Ashley Banks playing Bellsternamo.
Speaker 8: Hi, I'm Russ Curry and I play Andrew Carrol.
Speaker 4: Hold.
Speaker 11: Hey, this is Kelonian Stumps, and I'm played by Bob
Killian and.
Speaker 6: I'm Nate Runkel, producer of Oops or Bards And again
totally not an AI voiceover for real sees.
Speaker 1: So let's just quickly summarize what happened last episode for Starters.
The five of you plus Gideon all reunited in the
coach dining car, and you headed together into the first
of two coach passenger cars because you're still trying to
figure out what was going on with the porters. You
met an elderly teefling man and his goblin nurse who
was definitely using some of the old man's medication, but
the two of them didn't really know anything more about
what was going on than you did. Calonium tried to
keep the passengers calm, but instead kind of made everything worse,
including with a dwarf standing up on his seat and
asking you basically what authority you had to make everybody
stay calm.
Speaker 2: Clarice, you tried to intimidate.
Speaker 1: The passengers into being calm, but it didn't exactly work,
so Belle had to step in and lead everyone through
a breathing exercise that any of our extremely online listeners
and probably no one else actually immediately got. Just before
you were able to move into the second coach car,
another person dressed like a porter burst through the door.
She said she was on her way to the engine
because she'd been Paige. But you figured out that even
though she actually might work for the train company, she.
Speaker 2: Was withholding some crucial information.
Speaker 1: Clarice tried to grapple her, but failed, and so the
porter pushed passed and didn't stop until she encountered Critatio,
who is large enough to block the entire aisle. So
then she s went around trying to go the other way,
and saw Bell was preparing to hit her over the
head with a suitcase, which Belle tried to play off as.
Speaker 2: If she were using the suitcase for strength training.
Speaker 1: You all rolled initiative, but because Anne as Clarice, went
right at the top of the initiative order you cast
suggest and so you didn't wind up having to fight,
because instead the porter was enchanted into escorting it to
the freight car.
Speaker 2: So you wound up following her through the second coach passenger.
Speaker 1: Car, and you basically ignored all of the NPCs that
your DM had lovingly crafted for you. And then just
as you were about to reach the door that would
lead into the freight car, two more porters stepped into
the aisle from the seats in the back of the train.
Speaker 2: And blocked you.
Speaker 1: This time you actually did wind up fighting the porters,
I except for that one porter who was enchanted and
just kind of begging you to not hurt her friends,
I guess. But after a few rounds of combat, Clarice
killed one porter by severing her achilles tendon, and then
Gideon finally actually managed to deal some damage and killed
the other quarter. So after you finally killed these faux porters,
the enchanted porter brought you back to the freight car,
but that meant she completed the task that Clarice suggested
to her, so she immediately turned hostile again. Fortunately, you
all once again did really well in your initiative. Roles
and Kelonian kicked off and used your signature sleep spell,
which knocked the porter out.
Speaker 2: And allowed all of you to investigate the car.
Speaker 1: You found a crate that was filled to the brim
with dolls and mannequin parts and quickly noped out of
anything to do with that, which I think was a
very good choice on your part. And then eventually you
noticed there were two large crates like the ones that
you saw getting loaded onto the train in Uveda. One
of those crates contained a very large iron cage. The
other crate, of the same size and shape, appeared to
be empty at first, until Andrik stuck his arm in
there and discovered that the crate contained an enormous gelatinous cube.
You all managed to real really poorly, and we're really
flummoxed for a while about what the purpose of these
jew crates was, until Bell surprisingly managed to be the
one to figure out that the cage was just the
right size to be like lowered into or pressed into
the gelatinous cube, which could then be used as a
torture device, and get In actually managed to roll high
enough to realize that the combined apparatus was probably meant
for him.
Speaker 2: So that's where we left off. Let's keep going.
Speaker 5: Oh, let's keep you out of it.
Speaker 7: Yeah, that would that would be really good.
Speaker 6: Actually, Okay, okay, okay, okay. I have an idea. The cue,
the the jelly cube is like acidic, right, and it
eats stuff. So what if we just like put the
cage in there now and then nobody's in it, and
then the cage no longer a problem.
Speaker 1: I mean, I don't think the cube was gonna eat
the cage. The cage is made of iron.
Speaker 10: But does the cube know that?
Speaker 6: Yes, I'm gonna gonna just put it out here, But wait,
why are you talking.
Speaker 7: Like that.
Speaker 10: The porter's asleep?
Speaker 4: Yeah right, yeah, okay, uh cool cool. I think we
should maybe just like get rid of the cage.
Speaker 6: Yeah, so like I don't know, maybe we like put
some butter on it or some salt and then the
cube will be like m yum young iron.
Speaker 9: Oh do anybody else have any ideas?
Speaker 8: Yeah?
Speaker 4: No, I meant like throw it out the train?
Speaker 9: How do we throw them both out the train?
Speaker 1: Well?
Speaker 5: Can we touch the cube? Yeah?
Speaker 11: Throwing it out the train seems like a good idea
prevents it from being used on the train in case
we think we're going to be overpowered or something like that.
Speaker 5: I believe in us. I think we can do it.
Speaker 1: Yeah, and the cube is in a crate still or
like you're holding the I think you've managed to get
a couple of nails back in, but it's not going
to hold for very long.
Speaker 4: Okay, So I'm just putting it out here, like, can
we get rid of the cage first? Because the cage
is what will cause us to not be able to
escape the cube?
Speaker 1: Right?
Speaker 4: Yes?
Speaker 6: Yes? Also, does anybody know like where we are? Because
I don't feel great about like pushing a gelatinous cube
into a local ecosystem.
Speaker 7: Right, Yes, that's why.
Speaker 4: That's why I think we get rid of the cage first.
Speaker 5: Great idea, let's do it.
Speaker 6: How do we do that?
Speaker 4: We pick it up and then we open the door.
Speaker 5: How heavy is this cage?
Speaker 7: It's a it's an iron cage.
Speaker 10: Yeah, like a person sized iron cage.
Speaker 12: All right, it's gonna take.
Speaker 6: Bell has not noticed the other doors, so she's just
looking at the door that we came through and like
trying to approve. Is like, oh, we gonna fit that
in there.
Speaker 9: Maybe we could break the cage like the door of
the latch of the cage, so that.
Speaker 10: Either way it's not something that a person could get
trapped in it.
Speaker 4: Just like literally, can we just like open the doors
and deal with that?
Speaker 6: Like when the door is so small? Oh?
Speaker 11: Bell, no, no, there's these sliding doors over here. Kilodian
is gonna go over and investigate the sliding door for
to see if you can open it.
Speaker 6: The one behind the armor, okay, in Bell's defense, it's
behind an armor.
Speaker 1: Yeah, And the other one is behind a piano. This
was a very oddly packed freight car.
Speaker 7: Yes.
Speaker 6: I like to imagine they like packed the things and
they were like, we still have this arm warm piano,
and they were like put it in and closed the door.
Speaker 7: I remember it was not actual porters who loaded this.
Speaker 6: Considering that if you didn't know the job.
Speaker 4: Killowy and can you like maybe latch yourself to something
before open the door, because like the train is moving.
Speaker 5: Good thinking. Thanks for thinking of my safety.
Speaker 6: I'm all out of belts.
Speaker 5: Where Angel right now? Yeah? Also, Angel, Angel, why don't
you hang out towards.
Speaker 11: The front of it the car here over on the
other side, far from the door, near the assorted luggage.
Speaker 1: I think that that's probably a good idea. So I'm
not even gonna make you rull an animal handling check.
You can just kind of deposit Angel on your way
over to investigates with the.
Speaker 6: Other stacked animal creates. Actually, yeah, actually.
Speaker 1: There Actually it's mostly like how pets, so cats, dogs,
maybe some birds in cages, certainly no other chickens. So
you deposit Angel amongst the other creates of animals.
Speaker 7: You might hear some of the animals.
Speaker 1: A little confused to see one of their own kind
loose in the cart and not in a cage. And
then you're going to go over and investigate the sliding door. Yes,
all right, rolling an investigation check.
Speaker 5: Fourteen.
Speaker 1: So with the fourteen you can see that there is
a lever mechanism to unlock the door. It's not it's
not locked, so you should be able to lift it up. However,
you can't tell necessarily like how much force or what
happens after you lift that lever up.
Speaker 5: All right, I think your idea is a good one.
There you seen anybody again? Any rope?
Speaker 7: Yeah?
Speaker 5: Toads?
Speaker 11: All right, Well, Kiloni is gonna tie one end of
the rope around his waist and the other.
Speaker 5: End to.
Speaker 4: Luggage rack. I assume it's like soldered fixed.
Speaker 7: Yeah, there are some, there are some.
Speaker 5: Yeah, let's do that.
Speaker 7: Okay.
Speaker 6: I'd just like to say I had a moment where
it was like, oh my god, did Bell have Kilonian
look for something to tie somebody up with?
Speaker 7: While we.
Speaker 6: Affirmed that she does not have.
Speaker 5: And don't have any rope?
Speaker 1: So okay, so first let's do an investigation check to
see if you find any rope.
Speaker 7: Yeah, Clarice has some.
Speaker 4: Okay, not not like a ton, but it's it's.
Speaker 1: It's okay, okay, great, So you've got your rope, You've
tied yourself up.
Speaker 7: Does anybody want to.
Speaker 1: Help, either with the opening of the door or with
keeping Kilonian in the car.
Speaker 6: I feel like Belle has exhibited a skill and not tie.
Speaker 1: Okay, I think that that's you know what, we're just
gonna We're gonna roll for not tying.
Speaker 7: Call it a performance check.
Speaker 1: Yeah, I haven't made your role for this before because
everybody else was unconscious.
Speaker 6: Okay, that's I only roll five, but I have twelve.
Speaker 7: Nine.
Speaker 1: I was going to say, I'm going to give you
advantage because you.
Speaker 5: Were well, yeah, like you're doing it.
Speaker 7: Yeah, you're you're.
Speaker 1: Helping each other, so you're going to get advantage, and
then Keilonian is going to get advantage.
Speaker 6: Great, okay, so that's a fourteen, and then that's a
dirty twenty.
Speaker 1: Yes, okay, so you tie a beautiful like every boy scout,
every naval seaman would be proud of you for this.
Speaker 6: Not that's definitely the group that aline.
Speaker 7: Yes, all right, so you are tied up.
Speaker 1: You have now been helped, so you can it's just
going to be a straight up strength check.
Speaker 5: With advantage strength not my strength. You're a big guy, right, Well,
one of them's a nine. Talk to a solid start
and at thirteen.
Speaker 1: With a thirteen, you're able to lift the latch and
the door budgets a little bit, but you can't tell
necessarily what direction it is going to open, and somebody
else is going to have to help.
Speaker 7: You, like figure out does the door slide or swing?
So it is anybody else.
Speaker 1: Who maybe feels steady in their feet because now kilonium
is tied up.
Speaker 6: Wait, are we working for somebody who is strong or
somebody who is very acrobatic.
Speaker 1: If somebody, if somebody has a way of magic ing,
like if you have a pressed digitation that allows you
to open.
Speaker 5: Doors or maybe.
Speaker 10: Okay, you can't see this, but Ashley is raising her
hand in real life.
Speaker 6: Yes, that's called committing to Yes. So Bell was gonna say,
all right, hold on to something and then pressed the
digitation okay, as he literally says, I don't think she
has to say it.
Speaker 7: I know I think that she does say it.
Speaker 1: Yeah, it's a very powerful in her defense, Like it's
to make sure that Keilonian knows want attacking right, Like
she doesn't.
Speaker 6: Want him to be caught by surprise, So pressed the digitation.
Speaker 5: Why didn't I think of that? I have that's about too.
Speaker 7: Wonderful.
Speaker 1: So you press the digitate and the door slides open
towards the back of the car. So now the area
behind the armoir is exposed, and the armoire goes flying
out of the car.
Speaker 7: I need.
Speaker 1: Let's say bell and Kelonian to roll perception checks.
Speaker 6: Fifteen.
Speaker 1: You hear a very human like screaming coming out of
the armoire as it goes flying out of the train.
Speaker 6: No, well, wait, I have a very important does Kelonian
here that way unrolled one.
Speaker 5: At the time, there is a.
Speaker 6: Poignant pause where Bell like Bell's like lips are purse
and she's thinking very hard, and then she just does
not say anything and didn't hear anything.
Speaker 5: So he turns and it's like, oh, well that's a shame.
But no, I'm done.
Speaker 12: Are we looking out the door?
Speaker 10: Are we We're not like on a bridge or something
where this person in an arm march like got chucked out.
Speaker 1: Okay, But we are in a more in a moving
train in the middle of the forest, and it's the
middle of the night.
Speaker 7: They're in a like.
Speaker 6: Solid box that is not going to absorb like, but
I don't.
Speaker 7: Know that the only the only, the only amongst you
who could have heard.
Speaker 1: This would have been Belle and Kilonian because the train
is loud and now the door is open, the train
is louder, and.
Speaker 7: Kil did hear it. And Bell has chosen not to
share with anybody.
Speaker 6: Okay, in in in her defense, there is nothing that
anybody could do at this point. There's a good chance
that it was a bad guy. And also they were
in an arm wire. Couldn't it have been borders? Okay?
Speaker 7: But also.
Speaker 6: What are we all going to do at this point?
What's going to do is upset our little turtle friend
who is like trying.
Speaker 5: I also thought that we had already looked in the armor.
Speaker 7: You couldn't You weren't able to get it unlocked.
Speaker 1: Somebody couldn't open it, and was like, yeah, Bell, will
you roll an insight check?
Speaker 6: Sure? Seventy that's very high for it have a plus
one to okay perception or so damn.
Speaker 1: So you start remembering back to when Higgins and I
don't even remember if you were actually there when Higgins
said this, but at least it has been conveyed to
you that and said that there were six porters on
the train. So you start to count, and there's Higgins.
Speaker 6: There is a pause, and and Belle is counting on
her fingers. Yes, nobody knows why.
Speaker 4: Yes, can Clarice do an insight check to see if
she can be deduced? Why Belle would be counting? Absolutely
that is a nineteen yes, so you one no why
Belle has just frozen and started counting on her fingers.
Speaker 6: And then Belle figures it out. I does Bell notice
Clarice noticing?
Speaker 4: Hope? So I think, so, I see Laris is now
going to try to catch your eye and point at
the tied up porter on the floor and be like, like,
you know, it's kind of been off.
Speaker 6: We could kill two birds once on. I mean like literally,
Bell's gonna look at Laris, and then She's going to
like her like without moving her head, without moving her
eyes are just gonna go from Clarice to Kilonian, And
in turn, Clarice is gonna be like furrowing her brow
a little and be like.
Speaker 7: Oh, I will say that.
Speaker 1: At exactly this moment, the sleeping porter begins to stir. Yeah,
they're tied up and bad guy has written across their forehead.
Speaker 7: Oh no, Bell had written it on.
Speaker 6: This is consistent. I also I do feel like I
was thinking about this recently, I feel like, given extra time,
Belle would have also written like on their cheeks, like
not a real porter, do not trust. Like it's like
getting progressively smaller.
Speaker 1: I feel like, yeah, I feel like like this person
is beginning to stir and their face is just covered
in sharp and it's like they woke up at a
frat party with her shoes on.
Speaker 6: Yeah. It's like like you know the Star Wars Scroll,
like the funt starts out really big and then gets
smaller and smaller, just like as Bell was running out
of room. The penmanship is still immaculate, but it is micro.
Speaker 5: You have like the definition of a porter underneath that.
Speaker 10: Handles luggage.
Speaker 6: Be not this person, bad guy, do not trust, not
a real order underlining reel.
Speaker 5: It's not an alcoholic Bevery might.
Speaker 6: Try to kill you, all right, so give them.
Speaker 4: Yes, Yes, Clarice is going to try to make eye
contact with Colonium and Beckon Colonian to keep attached by
the rope, but to help with the crate now and
to just like come down the car working their way
around the sleeping porter, so that you know, if if
the porter gets bumped or rolls or tries anything, that
Bell is better positioned.
Speaker 7: To are you Are you trying to distract Kiln and
so you can throw the porter off the train.
Speaker 4: My chief concern is we need to get the crate off,
and it will take a lot of help to do that,
but it would not bother me if the porter rolled
of their own accord out.
Speaker 11: You should know that Kelonian's intelligence is not very high. However,
his insight.
Speaker 4: Is quite good, so genuinely looking for help.
Speaker 6: We don't know what to do, much like Gideon being
like this this cage is let this cute?
Speaker 7: Ye mean, so Gideon is already standing near the crate.
Speaker 1: Clarice is already near the crate, although has kind of
moved a little bit closer to Belle to like figure
out what Bell which.
Speaker 7: By the way, the math was that this was the
sixth porter, and yes this was also probably a bad guy.
That's what you're inside check revealed.
Speaker 6: I knew that before Bell.
Speaker 7: We just we like we said that you rolled high,
but we didn't actually say what the outcome was. So
I just wanted to like establish that.
Speaker 6: She finished your counting. She was like it was a
bad guy anyway, but also like what were they going
to do at that point?
Speaker 7: Yeah, yeah, so all you do is bring the vibes down. Yeah, So.
Speaker 1: Belle is kind of more toward the other side of
the of where the door had opened, so she's farther
away from the other crates because that's where she had
tied Kiloonian up. Clarice and Gideon are nearer the other crates,
and Clarice is gesturing for Kilonian to come join them.
Speaker 4: And a Critico and Andrek are right there, like we
just need as many so.
Speaker 1: Right exactly because I will. This crate is quite heavy,
so it is going to require some group effort. And
then there's also this like if you're trying to just
slide it straight, there's also a lot of luggage for
you to push it past or through, which is probably
going to be just winding up also flying out of
the train. Unfortunately, these poor people who are escaping from
the horrors of war now not going to have any
of their personal belongings with them when they arrive.
Speaker 6: And like, if we were to get.
Speaker 4: Rid of the paintings, we could keep the luggage in
the uh soldered to the rack like stuff.
Speaker 6: Let me have a good angle. Yeah, we don't.
Speaker 4: We don't need to deprive these people of all their stuff,
Like if one bag gets knocked, I'm not gonna I'm
not gonna make a big fuss of that.
Speaker 7: But like there's I'm just trying to think of, like
how to make you roll for bumper cars.
Speaker 4: While you think about that. Yes, Larissa is gonna hopefully
speak loudly enough to just get Ambrick, who's right there
to hear and say, yeah, we we need to get
the art out of the way. So we should you know,
shred it or something. Why could we need to move
the crate? But like the paintings are you know, dangerous, right, so.
Speaker 8: We should be turning them into the authorities.
Speaker 5: Nah, the issues that the paintings.
Speaker 1: Are in the way, yeah, but the issue is that
the there's luggage in the way that you have it
seems decided, Yes, it's just it seems that you've decided
that you don't want the luggage to get thrown out
of the train, which was what's going to happen.
Speaker 7: If you just drag the cube across.
Speaker 1: Oh, so the easiest thing to do is going to
be to shift the luggage to where the paintings are
across the aisle.
Speaker 7: With the paintings there, there's no space for.
Speaker 6: That luggage, and Grease and Bell have already figured out
that the paintings are potentially dangerous.
Speaker 5: So you're saying we should throw them off.
Speaker 4: Yeah, I mean we should just like, you know, scratch
them up or something, and then you know, get rid
of them, get them.
Speaker 7: Out of the way.
Speaker 6: Bell raises her hand. Yes, Bell, can we like put
them on this side of the train, just like gesturing
to the area behind her, like all of the where
the animal crates and stuff are.
Speaker 4: Okay, but like, I don't know how we're communicating this
over the sound of the train and the outdoor door
and all that.
Speaker 6: Gideon raises her hand and then like gestures behind her.
Speaker 1: Gideon, watching all of this, it's going to walk across,
grab one of the large framed paintings, take it to
where the door is open, and very unsteadily but confidently,
chuck it out of the train.
Speaker 6: All right, Well, there's the proper authority right there.
Speaker 4: We gave it to the government.
Speaker 10: Meanwhile, Creta is just like trying to hold back this
giant cube thing.
Speaker 4: Can we move this along?
Speaker 3: Please?
Speaker 4: What are you doing?
Speaker 6: We're being responsible citizens, Okay.
Speaker 8: Having seen Gideon chuck one of the paintings out, get
enter crabs a stack of as many as he can carry.
Speaker 11: Okay, Well, Kelonian would probably not be a fan of
destroying art. He's fine with not showing it if it's problematic,
but like not destroying it. So I think he would
try to convince people not to do that.
Speaker 5: So say, hold on a moment.
Speaker 11: Throughout history, art has been destroyed by those who find
it displeasing. However, art is always of historical and human
not human, but historical and in cultural significance. I think
that we should not destroy it. I think we should
merely set it aside.
Speaker 8: And is standing in the middle of the aile with
like three paintings in his hand, and he just starts
looking back and forth between Gideon and Colonian.
Speaker 1: Gideon has no time for this and is going to
take some of the paintings that Andrik is holding and
also check them out of the train, and then he's
just going to look at Kilonian and say, is.
Speaker 7: There anything else?
Speaker 5: Well, I did roll a fifteen persuasion check.
Speaker 1: Have to choose yes, there's still some art. There's still
some art. You can with that fifteen persuasion.
Speaker 6: Check there are but also space for the assorted luggage.
Speaker 1: I think at this point there is enough space that
you can kind of turn the art sideways.
Speaker 7: And flat against the wall and stack some of it
on top.
Speaker 1: Yeah.
Speaker 6: Yeah, and we're about to free up some space with
the crates.
Speaker 8: Yes, so does Cretasio appear to be struggling with containing
the cube?
Speaker 7: I think at this point, yeah, he has such a
little arms.
Speaker 1: Actually, Cretaceo, let's do let's do an opposed athletics check,
all right, I thirteenth.
Speaker 7: Fifteen no fire straight fifteen.
Speaker 1: So you can feel the cube pushing against that that
crate door that you did not nail down very properly.
Speaker 6: Very well, guys, I think the cube's getting out.
Speaker 5: Can somebody do something about this.
Speaker 7: I don't have any ideas here.
Speaker 1: I'm not going to make you go back into initiative yet,
but you need to decide real quickly.
Speaker 7: What you're going to be doing.
Speaker 4: Like our all the frame paintings not in their original spot.
Speaker 1: Now, I think there's all there's enough space. There are
still some paintings, but there's enough space.
Speaker 4: To Sori's a sleeping Credatio to his whole devices, and
she's just gonna start working as fast as possible to
move as sorted luggage into where the framed.
Speaker 1: Right.
Speaker 7: Okay, let's have either both of you roll let's call
it an acrobatics check because there's some dexarity here.
Speaker 4: Or one of you roll it with advantage. I always
have advantage on acrobatics.
Speaker 7: Okay, so go ahead and roll. That one was a sixteen.
Speaker 4: And that one's a nineteen.
Speaker 1: All right, So you and Kuilonian very dexterously just kind
of lob the luggage across the aisle, and as you,
even as small as you are, you managed to accomplish
this task very quickly. And now there is a clear
path for folks to push the crate out of the
crate containing the cage out the sliding door.
Speaker 5: Oopsol boards will return. After these brief messages.
Speaker 7: Somebody roll an investigation check.
Speaker 6: Clarice is on the job, so she's going to do.
Speaker 1: It, Okay, Detective Clarise, not twenty You notice that there
is a wheeled dolly on the other end of the
train car.
Speaker 7: Yeah, so that will make it much easier for you
to get this out of the train.
Speaker 6: Not to be confused with the creepy doll.
Speaker 1: Yes, not to be confused with the creepy dollars. Now
that being said, remember that like walking back and forth
to get that there is a the sliding door is open,
So I am going to make you.
Speaker 4: Oh I'm not going for it. I'm gonna get colonial
who is still tied up.
Speaker 1: Okay, all right that I'm not going to make you
roll in acrobatics check because you are secured, so you
okay for our listeners, Bob just gestured walking across the tray,
grabbing the dolly, walking.
Speaker 6: Back with little little arm fists.
Speaker 7: Yeah. Yeah, it looks like like a like super Mario.
Speaker 4: Inexplicably yes, because well, no, it is explicable. Clarice does
not understand how much force Cretatio is currently using to
hold the gelatinous cube in place, and thinking that Cretatio's
priority should be moving the heavy, heavy crate, and thinking
herself that she, being less strong, is less useful. He
is going to try to convince Critatio to swap positions
with her so that she can hold down the.
Speaker 7: Cube while Cretato moves the crazy.
Speaker 1: All right, persuasion check with disadvantage because Cretaceo knows yes, oh.
Speaker 10: God, I'm just gonna assume that you like have a
plan and then walk away.
Speaker 4: All right. So my my firite one was that twenty one,
and my second one I rolled a sixteen and my
modifiers plus eight, so my lower role is twenty.
Speaker 7: So you just assume.
Speaker 1: That every she's got it under control. And now we're
back an initiative. We're going to start from the top
of initiative order.
Speaker 6: I love us, We're all sub janus.
Speaker 7: I just need to Oh, no, I have already ruled
for the cube.
Speaker 1: Okay, all right, so we're back in an initiative order,
and I just want to be really clearer on where
he has kind.
Speaker 7: Of positioned themselves.
Speaker 1: So right now, Cretasia has just stepped to the side
of the crate and Clarice is trying to hold the
crate in place. Now Kilonian is between the two crates.
Gideon and Andreik have both also moved to help Kilonian
with the dolly getting this crate off of the train.
Speaker 6: Belle, where are you? Belle is still next to the
sleeping quarter, like on the other side of the open door.
Speaker 7: Okay, so probably everybody's pretty distracted by what they're doing.
Speaker 4: Yes, I'm gonna point out that Clarice thinks she's strunger
when she leans her back into things rather than her front,
so she is actually looking directly at Belle, and she
is going to start making what can only be described
as inappropriately intense eye contact and trying to without drawing
any attention, convey.
Speaker 6: To Belle, do do it, dude.
Speaker 1: So we're an initiative, so' gonna hold on that, right.
I just wanted to establish where everyone is positioned. Keilone,
and it's your turn, all right.
Speaker 11: I would like to, uh, if it's okay, roll on
insight check to see who I think would be the
most adept at sealing this cright.
Speaker 5: Back up in that party?
Speaker 1: Do you want to do you want to seal the
crate with the cage backup or well the crate the
the cube with the cube back yeah? Yeah, well okay,
because you you have the dolly, you were already like
getting into position.
Speaker 7: Yeah, if you want to roll an insight check to
see if yeah.
Speaker 6: I guess My question Jill is like we know out
of character that the cube, that the gelatinous cube is
making its stand, but like do we know in character
yet like has it like breached? Has like is there
anything true it is?
Speaker 1: So I think that as as cretatio steps away, and
Clarice steps up up to it.
Speaker 7: The front of the crate starts to open a little
bit Clarice and we hear a move.
Speaker 1: Yeah, like Larice moving with speed is able to kind
of like slam the cover of the crate back in
place briefly. But that's also this is why you're an initiative,
because the cube is now so like we we know
we're in it, yes, yes, okay, cool, Well, I mean
we don't call it that as right.
Speaker 7: Yeah, you know that stuff. You know that you know
that you have. There is stuff happening.
Speaker 1: You have.
Speaker 7: You have a porter who is stirring h and a
cube that is trying to broach the crate that it
is being contained in. Yeah.
Speaker 5: Uh twenty eight twenty.
Speaker 1: Eight on your inside check, you're gonna look back at
Cretatio and just be like, what the hell why did
you move away from.
Speaker 7: This crazy.
Speaker 5: Critasio. Yeah, let's you and me jam this thing back together.
Speaker 9: Yeah, I don't know why I thought she had a plant.
Speaker 11: Okay, Solian is going to ready the help action so
that he can roll on that you can roll on
your turn because your ro is going.
Speaker 4: To be better than mine.
Speaker 1: Okay, Okay, So yeah, okay, so you're you've you've stepped
away from the dolly then, and you've both moved to
the cube where Clarice to the crate containing the cube
where Clarice is.
Speaker 6: There's a pun to be made here about jamming the jelly.
Speaker 5: Let's jam the jam with the jam jajam.
Speaker 7: Clarice, it's your turn.
Speaker 1: Yeah.
Speaker 4: So Clarice is a little short sighted, and it's more
concerned about her uncle Gideon than herself in this moment, noble,
and so she is I'm gonna try to tell everybody, like,
just get the cage out first, and then we can
deal with this gelatinous cube like it's okay, just like
get that part of a threat taking care of. So
she's gonna gesture wildly and tell people like, you get
the dolly under it, do this that uh. And then
as she is leaning back into the crate like trying
to keep that door on and bumping around presumably a little,
she is gonna look over to Bell and try to
meaningfully convey with her eyes that the porter in front
of Bell is moving and should not be allowed to
continue to wait at moving so and that that is
going to be done through inappropriately intense eye contact and
the occasional breaking of the eye contact to look directly
at the porter and then look directly at a sliding
door and then back at Belle.
Speaker 6: We have established that belland and Chlorice seemed to have
an uncanny ability to communicate the facial expressions.
Speaker 1: I'm gonna make you roll a performance check, and this
is to see whether everyone understood you about the crate
and also whether Belle understood you. It's just gonna be
one performance check for everything.
Speaker 4: That's eight nineteen.
Speaker 1: Yeah, so everybody starts to assemble you. I think Klonian
is still by the crate, recognizing the danger. Critasio will
see what Kritasia decides to do.
Speaker 7: On his turn.
Speaker 1: But Getting and Andraik have clocked what you were trying
to say, and Belle has certainly clocked what you were
trying to say.
Speaker 4: Also, do I just in terms of like the amount
that I'm communicating, do I still have the ability to do.
Speaker 7: A spout the start heart? I think that was a lot.
I think that was a lot to communicate with.
Speaker 1: Yeah, you know, they're like, there are the things that
I'll allow for free checks. But I think that was
a little bit too much.
Speaker 7: I'm assuming you're not taking any movement, yeah.
Speaker 6: Can I maybe you might be preparing, like if Critasia
tries to take your spot back, like I assume you would.
Speaker 7: Yeah, I think you can prepare your movement.
Speaker 4: Yes, okay, thank you. I will ready movement from where
I am towards the space between Andrik and the assorted
blue Okay, great, andreck uh.
Speaker 8: Andreck runs back seeing Colonian kind of bring the dolly
up but not use it. Andreck's going to go grab
the dolly start to wedge it under the crate so
that he and Gideon can get that crate out the train.
Speaker 4: Check.
Speaker 8: Just straight up strength, straight up strength eighteen.
Speaker 7: Yeah, you get the dolly under there, and your manager.
Speaker 1: You managed to use enough of your weight to like
tip the crate up onto the dolly.
Speaker 8: Okay, And then I assume Gideon would be helping by
like bracing it on one side. I'm gonna use as
much movement as I can to get as close to
the sliding door with it.
Speaker 7: I'm gonna say, you need to hold your movement because
it's not Gideon's turn yet.
Speaker 8: Okay, but yeah, but once gidda and is helping, then
I will, however much move when I have I think
I stole another twenty feet with Gideon's systems.
Speaker 1: Yes, okay, it's the sleeping porter's turn, and he's just
coming out of the sleep. But Belle, you will notice
I'm not even gonna make you really check for this
because you're pretty focused on this right now. You're going
to notice that he as he's waking up, he like
pulls against his restraints and seems to be like coming
around to awareness of what is happening.
Speaker 6: How successfully does he seem to be pulling it? I
feel confident in my restraints.
Speaker 7: You know what, We're just going to have him go
for it.
Speaker 1: That was a natural nineteen, so he's definitely like really
straining against them.
Speaker 7: You are confident in your not tang ability.
Speaker 6: But he was a belt though, So like how many
knots can she make?
Speaker 7: Exactly exactly?
Speaker 1: But I'm gonna say he's not fully awake yet. Okay,
So that's that is his turn?
Speaker 13: Cool?
Speaker 1: Cool, And now it is Gideon's turn, and Gideon has
noticed that, Andrik has gotten the dolly and is going
to come running up. He's like, I might be a
little old, but I think that between the two of us,
like there are wheels on this thing.
Speaker 6: We've got this, Let's get it the heck out of here,
all right.
Speaker 1: Gideon is going to also roll a strength check with
advantage because you're already there and we all learned about
simple machines in grade school and how they work.
Speaker 6: So I'm in a roll.
Speaker 4: Ashley just looked at me, shook her head and said,
Bell didn't I mean.
Speaker 7: The above table? But yes, be Bell may have but
might not remember it.
Speaker 1: There's been a lot of pony drugs in Bell's in
Bell's twenties. Okay, all right, So gideing with advantage just
rolled in natural twenty. So the two of you with
the nota twenty that Gideon rolled, and you were held movement.
The two of you managed to get up under the
crate and with some effort but not as much as
you would have expected, push the crate containing the cage
right to the edge and tip it out, and it
is now tumbled out of the train.
Speaker 4: Oopsul bods will be back off to this brief ad break.
Speaker 7: Cretasio, it is your turn.
Speaker 14: Okay, all right, so I have a help from Kilonian,
Right all right, I'm assuming, like I know, Keilonian's intention
was for.
Speaker 11: To try to seal the crate backup, but I don't
I'm assuming that is a possibility.
Speaker 9: Yes, it is.
Speaker 1: It's certainly a possibility as long as Cretatio is like
amenable to that plant.
Speaker 10: Yeah. I think I'm just gonna get back in there
and just kind of shoulder and try to just keep.
Speaker 1: The door closed, all right, and you've got you've got
help from Kilonian, so we're gonna do. That's going to
be an opposed we'll call it an a post grapple
check for because you're trying to pin it in place,
and you'll have advantage, so that'll be strength for you
and strengths or athletics.
Speaker 7: On the saving throw for the cube, you have advantage.
Speaker 12: Okay, thank god that was a six. That was also
a six, the same role both times.
Speaker 5: This thing does not want to stay shut, all right.
Speaker 12: It's frankly a miracle that you were able to.
Speaker 1: The front of the cube pushes forward. You have not
successfully grappled it, but that's just you feel it kind
of lurching forward. Okay, Okay, Bell it is your turn.
Speaker 6: Great, Okay, So the sleeping sleeping porters. I'd like to
let sleeping porters live, but I don't think that's gonna happen.
But now there's like people near the door, right.
Speaker 1: Well, they don't have to be that near the door
because the door, so the door is like fifteen feet okay,
And they just kind of got to the point at
the door where they felt like they could tip the dolly.
Speaker 7: They didn't.
Speaker 1: They in fact should not have walked right in front
of the door because then there would have been much
more of a risk of them falling out.
Speaker 6: Also fair, Okay, bell, this is gonna sound. Can bell
like search the sleeping porter for any weapons they may
have hidden on them, Like, just make sure that the
sleeping porder is as little of a threat as possible.
Speaker 7: Roll an investigation check.
Speaker 1: Oh boy, and I'll say with advantage because porter's tied
up and still unconscious.
Speaker 2: Yes, that's goodness.
Speaker 7: One that is seven eighteen.
Speaker 1: Yeah, with an eighteen you can see that there are
two daggers on the porter, but nothing else.
Speaker 7: They're mine, now, okay, add those two daggers to your infant.
Speaker 6: For great, and then it's do I have any time
to do anything else?
Speaker 1: I think I think that that was a basic enough check.
Like he was unconscious and at your feet, so you
reached down and grab the knives, and I think that
I think that I'll still allow you to take an action.
Speaker 7: We'll call that a free check.
Speaker 6: Can I try to non lethally conk this guy over
the head and make him go back to sleep.
Speaker 7: That's gonna just be as I think we did a
straight up strength check when when we did that in
the kitchen with Andrik.
Speaker 6: Cool twelve, did it know?
Speaker 1: You cant him over the head and he groans, but
it did not, It did not knock him back out.
Speaker 7: Yes, we're gonna roll.
Speaker 1: It's just gonna be a bludgeoning damage a modifier, just
straight on arm straight on armstrike.
Speaker 6: Oh, it's just too like it. There's not even it's
just too yeah.
Speaker 7: Okay, now it is cubes turn.
Speaker 1: So the CUE has figured out that you're trying to
enclose it or keep it enclosed in this and it
is going to now roll its own grapple check against
both of you. So for both of you, that's going
to be an acrobatics or athletics see or check versus the.
Speaker 7: Athletics check or the CUE. I can tell you right
now the cube did not make it.
Speaker 10: That'll be a thirteen for me.
Speaker 4: And Clarice has advantage on acrobatics checks. So she rolled
it twenty three perfect.
Speaker 1: So the cube, while not while not fully restrained excited,
while not fully restrained, the cube does not succeed at
breaking out of the crate or knocking either of you over.
Speaker 7: Okay, all right, and now we're back to the top
of the order. It's Keilonian's turn.
Speaker 5: Okay, I'd like to know is it possible? So the
cube is moving out.
Speaker 4: Of the cub.
Speaker 1: So the cube is trying to get out of the crate.
The cube has five feet of movement if it gets
if it's unrestrained. So basically, right now we're treating it
as scrambled.
Speaker 5: Got it, got it, got it, got it? Okay. So
it's still in the crate.
Speaker 7: It's still in the crate. The crate is opened by
like a couple of inches.
Speaker 5: Got it, got it? Okay.
Speaker 11: Rather than risk having to wait, Kilonian is just going
to try to.
Speaker 5: Seal the crate.
Speaker 1: Are you trying to seal it magically? Or are you
trying to just nail the grate shut?
Speaker 5: Nail it shut.
Speaker 1: Okay, I'm going to have you roll a strength check
with disadvantage because the cube is that you're going to
have to push it closed first and then nail it.
Speaker 6: Shut, and it is kind of.
Speaker 5: Well, I like, jam, nope, that's a natural one.
Speaker 1: Oh no, yeah, not only do you not succeeded that
the crate opens another couple.
Speaker 5: Of whoopsie doodles.
Speaker 9: Oh my god, it's getting out.
Speaker 6: I do want to do we may want to consider
starting to use some more I was just about to do.
Speaker 5: So it's a bonus action.
Speaker 11: So I'm going to go ahead and give partic inspiration
to cretatio.
Speaker 7: Okay, okay, So that's and that's one too, Okay, all right,
I just I.
Speaker 5: Just I just messed this up. Sorry, everyone who's here.
I will give you vibes.
Speaker 8: What does that mean?
Speaker 5: Actually kind of makes me feel a little better.
Speaker 7: It's all right. Now it is Clarice's turn.
Speaker 4: Glarce is gonna beckon Andreick and Gideon to get over
here an assist, and then uh, Clarice is gonna leave,
or rather prepare to move out of the way. So
when if Andrik and Gideon arrive to assist, Clarice is
going to move towards the sleeping porter, who Clarice is
hoping could be put into the gelatinous cube.
Speaker 6: If needed, I will.
Speaker 7: I will say that you're beckoning is a free action,
and then your movement.
Speaker 6: So so, but specifically I prepared movement.
Speaker 7: Yeah, I'm preparing.
Speaker 4: I don't want to move until there are more people helping,
because I am applying a small amount of pressure to.
Speaker 7: Okay, to the door. So you do you want to
take any sort of action?
Speaker 4: Yeah? So I'm ready in movement. And the only other
thing I'm going to do is, uh, would we say
gelatous cube is a creature?
Speaker 6: Yeah?
Speaker 4: Great, I'm going to cast a hideous laughter, okay, and.
Speaker 7: I am going to.
Speaker 4: If it's successful, which the DC is a wisdom thirteen.
Speaker 7: Okay.
Speaker 6: I can't imagine that a gelatinus keep this particularly wise?
Speaker 4: Why I've chosen this, it's good fun to everything, hilariously funny,
laughing down. If it does not succeed on a wisdom
saving throw, it will become incapacitated and unable to raise
itself for the duration. Uh. Does the creature have an
intelligence score?
Speaker 7: It does?
Speaker 6: Great?
Speaker 4: Is it less than four?
Speaker 1: It is?
Speaker 4: Oh well, it mustn't affect it, but I do it anyway.
And at the end of each of its turns, and
each time it takes damage. It needs to continually do
wisdom saving.
Speaker 7: Throws or else it'll just be a little jig giggily.
Speaker 4: And the way the BID's gonna look when I cast
it because it isn't smart is I'm just going to
say the verbal component for casting hideous after is me going,
what is happening?
Speaker 6: What are you guys doing?
Speaker 1: But you said because it because it's intelligence score is
a one, it's not going to be affected.
Speaker 6: It's just gonna driggle. Okay.
Speaker 5: I imagine if it wasna I thought I thought like
was going to be like is this thing on it choke?
Stand up?
Speaker 6: Like you guys hear the one about the bars on
a train.
Speaker 12: It looks like this cue can't get out of the crate.
Speaker 5: Seems like it's in a jam.
Speaker 7: And it's fine.
Speaker 8: Andrik after dumping the crate with the cage out of
the train, I think Andrek and Gideon are probably standing
there like like taking their hands, like job well done.
Let's start to close the sliding door. Do I hear
Clarice's strynging to get our.
Speaker 1: Attention perception check and I'll give it to you with
advantage because Gideon is there too, and he tends to
be pretty chune to clarise.
Speaker 8: Twenty three.
Speaker 7: Yeah, you definitely hear.
Speaker 8: Turning around seeing them all struggling with this gelatinous cube,
like now fully out of the crate, not fully out.
Speaker 1: Of Okay, it's like, but it's it's if it gets
to move much further, it will be able to get
out of the crate.
Speaker 5: Okay, as well as I can.
Speaker 8: I'm gonna get as I'm gonna draw my sword, get
as close to the cube as possible, like without like
stepping on my allies, and just start hacking away at it.
Speaker 5: Would you be able to time it gap?
Speaker 6: Yeah?
Speaker 8: If that's not doable, I'll figure something else out.
Speaker 7: It doesn't say that it's immune piercing damage.
Speaker 8: No, but is there enough space for me to try
to make an attack against it, like, given how far
out of the crate it's.
Speaker 1: Pushed, it's all it's about six inches, So it's okay.
Speaker 8: Oh well, in that case, I'm gonna run up and
basically throw my weight against the crate and also trying
to push it back because there's a there's a door
right still that it's being pushed out against.
Speaker 7: There the door of the the front part of the
crate is right.
Speaker 8: I don't want to touch the actual cube, but if
there's a piece of wood that they're trying to shove
it back in with yes, so you're.
Speaker 7: Leaving the dolly behind and going to yes.
Speaker 4: Okay, and Clarius had this ready movement, so Clarie gets
out of the way.
Speaker 7: Okay, great, so we'll do uh, we'll do the same grapple.
Speaker 1: Post a post check with advantage because you have several
members of your party who are also trying to.
Speaker 7: Do the same thing.
Speaker 8: It's a strength check.
Speaker 1: Actually your athletics versus it's athletics or acrobatics that's a
nine thirteen are so bad because your bard's yeah right, so.
Speaker 8: My athletics is actually pretty good.
Speaker 7: But you rolled it with advantage.
Speaker 8: I rolled two fives.
Speaker 1: Oh boy, all right, so you do not succeed in
pushing it back into the crate any further, but it
does not succeed in coming out because.
Speaker 4: Yeah, oops, ol bods will be back right after these
brief messages.
Speaker 7: It is the third porter's.
Speaker 1: Turn, and he is now fully awake, and that means
he is going to try and come out of his restraints.
Speaker 7: And is still restraint. That's his turn.
Speaker 1: He can't take any movement, all right, Gideon, seeing that
Andrew left the dolly for some reason, is going to
grab the dolly come running back, stick it under the crate,
and try to wedge it under the crate that the
cube is in in order to not just move the cube,
but to turn the cube face up so that perhaps
the gelatinous cube won't be able to.
Speaker 7: Keep moving forward.
Speaker 1: So I'm going to, Yes, I'm going to have Gideon roll.
It's not going to be opposed just to straight up
strength check and I'm going to We're going to.
Speaker 7: Set the DC at sixteen. We're going to see what
Gideon does here large that's a non natural twenty. So
Gideon manages to.
Speaker 1: Get the crate, get the dolly under the crate, and
kind of tip it up so that the opening of
the crate is now facing up.
Speaker 7: You presumably all kind of move out of the way
as this happens.
Speaker 1: We'll let like that little jump back be a free,
free movement for everybody who's still around the crate and
the crate is now facing up. The cube is not
going to be able to move because the cube cannot
you can only move laterally, it can't move vertically, so
that thread is not neutralized, but certainly being slowed down,
and it is now crituitious.
Speaker 7: Turn cube is still in the crate. It's in the crate, okay,
but the.
Speaker 1: Opening of the crate, instead of being like a doorway,
is more like like a basement trap door sort of situation.
So it's like it's facing the doorway, it's facing up.
Speaker 7: Rather than out.
Speaker 10: Okay, So now that the thread is more or less.
Speaker 7: Neutralized, it's it's certainly going to slow it down, okay.
Speaker 5: Okay, Oh my god, oh yeah, uh.
Speaker 9: Yeah, let me try to use the dolly thing.
Speaker 5: Just I don't know, just shove it out the door?
Speaker 9: Is that okay?
Speaker 10: With everyone? Did I say a little bit too loud
so that kilone hears about us shoving it out the door?
Speaker 7: I mean, colonial's right there. You don't even need to
say it though.
Speaker 5: Oh okay, yeah right.
Speaker 11: I'm not sure if the wilderness around here is the
natural habitat for the jott in this cube, but you
know what, a train is definitely not the natural habitat
for the jot in his cube. So it seems like
six or one half dozen of the other to me.
Speaker 1: You want to liberate it like it's like, be free,
my friend. Does anybody object to Cretasio's proposal? Gideon is
going to step back and like gesture towards the door.
Speaker 6: I don't think anybody objects.
Speaker 10: Okay, all right, let's uh, let's let's get moving.
Speaker 1: Okay, so uh, let's do let's actually do an acrobatics check,
because you've got to move this heavy thing, but you're
also on this moving train and.
Speaker 7: You need to not fall out of the train when
you hopefully and I'm gonna say we gonna said it at.
Speaker 1: Sixteen, but with the NAT twenty, you managed to get
up under the cube, take the dolly to the door,
tip it out, and even with your short little arms,
spin around and slide the door close.
Speaker 6: Nice.
Speaker 7: Now, I will say, with that door being sleigh closed,
there's a porter that is It's okay, I have a plan. Okay,
well a good thing is it's your turn Bell. Okay,
bear with me.
Speaker 6: Here. We have established that there are metal like luggage racks.
You don't even know where this is going, okay, So
Bell is going to reach up and rip the luggage racked,
and she would like to use her legs to basically
get the border into a chokehold and and she she
her thighs be thick, and she's just gonna make them
unconscious because of air deprivation.
Speaker 7: I don't even I mean, I guess unarms strike.
Speaker 6: I don't, but.
Speaker 7: Yeah, sure, Will you grapple the black widow thing with
the Yeah?
Speaker 1: Yeah. I feel like it's like it's a move that
we can all envision, right, all right, So your athletics
against the porter's athletics are acrobatics.
Speaker 6: Okay, I can't do acrobatics because I.
Speaker 7: No like the that's grapple is athletics on I'm just
I'm listen.
Speaker 6: I had to try.
Speaker 7: You know what, I will, We'll do this. I will
give you advantage on this. That's great, okay, all right,
So so you rolled with advantage and it's ten and
the porter rolled at thirteen.
Speaker 6: I hate it.
Speaker 7: So it's not grappled, okay, movement or bonus action.
Speaker 5: You get disadvantage. He's tied up, that's.
Speaker 7: True, he would get disadvantaged.
Speaker 6: You are correct.
Speaker 4: I love you.
Speaker 7: That's nine.
Speaker 6: I got a ten. You got a ten?
Speaker 7: Yeah, yes, okay.
Speaker 1: The porter is unconscious, and are you trying to now
secure him to the luggage rack?
Speaker 6: I mean, I the door is closed, Chloricelon still has
the fifty ft rope tied to the luggage rack and him,
oh yeah, that's true. For the record, I would like
to imagine that everybody's dealing with the cube and then
they just turn around and bell.
Speaker 7: It's just like hanging from the.
Speaker 6: Luggage Raggy with her thighs.
Speaker 7: Go to a sleep, go to sleep like struggles, struggles.
Speaker 6: And then slumps. I'm just sort of like, uh, you good,
that checks out. She done with it, It's fine. Yeah,
And then I would like to acquire some rope and
then more thoroughly.
Speaker 1: All right, I think I will given that you've neutralized
this threat and all other threats in the car, I
will say we were out of initiative, and you can
you can untie Keilonian and tie up this porter.
Speaker 4: Yes, great, so, but just uh, for the record, Clarice
is going to detach the tie from the luggage rack
so that we can bring the porter with us.
Speaker 6: Oh yeah, the military base and she can get her
rope back.
Speaker 1: Okay, So all right, so you have that unconscious porter,
you have an unconscious porter in the kitchen.
Speaker 6: Well we don't. We haven't seen that conscious unconscious porter
for a while. We don't know if there are unconscious
bell Yeah, I.
Speaker 10: Mean this porter did wake up the other porter.
Speaker 1: The other porter was was like unconscious because they've been
knocked out. This one was unconscious because of the sleep spell.
So the the one who was unconscious because of a
head wound, it's going to be unconscious a little bit
longer than the magical sleeping one.
Speaker 7: But you're out of initiative. You have this one porter
tied up and apparently leashed, and you have this other
porter to deal with. You still have about two hours on.
Speaker 1: This train, so you need to figure out what you're
going to do with these two porters. But I would
say that like there is no longer any immediate peril.
Speaker 10: I think we need to interrogate at least one of them,
find out who exactly they report to, who organized this
whole thing, What was their objective? Were they planning to
take Gideon or or or hear me out.
Speaker 6: We tie them up real good, We shove them in
the like kitchen pants, the walk in the walk in
so they can't get at and we like lock the
door or whatever, and then we just eat. And then
we let the professionals at the military base that we're
going to handle all of that out of character, also
so that we don't we're going to.
Speaker 7: You have I'm not even going to make you roll
at this point.
Speaker 1: It's a Christmas real acrobatics checks across each train. But
I think at this point you were all moving together.
You have all been moving around the train pretty well.
Nobody has actually failed their acrobatics checks moving between cars.
So we're just gonna stay when they did once. Okay,
that's right, killing ended once. But I would say, with
the collective knowledge that you've gained about how to move
across the train, and for the sake of getting back
to where we need to be, we're going to let
you carry this other porter back to the kitchen car,
where the other porter is still unconscious and tied up,
probably not gonna be unconscious for too much longer.
Speaker 7: What would you like to do with these two porters
in the kitchen car, Like, just.
Speaker 6: Leave them there and lock them in, lock them in
the block them the walk in.
Speaker 1: Okay, lock them in the walk in. I'm not gonna
make you roll anything for that they're unconscious.
Speaker 6: I think Belle would check first to make sure there's
no like knives or anything that they could use.
Speaker 7: I think that's smart. Do an investigation check.
Speaker 6: Does somebody who's better, does somebody who's smarter than now?
Speaker 14: Want to do that?
Speaker 10: Because I have one sounds like a clericse question.
Speaker 6: C rolled a seven.
Speaker 7: So I mean, as far as you can tell, there's
nothing in the walk in that poses a thread.
Speaker 8: Not that I have any particular affection for these spies,
but are we sure they're not going to freeze to death?
That seems a little dark, even for me.
Speaker 4: We're pre refrigeration, aren't we.
Speaker 7: Yeah, it's an ice box, but it's not.
Speaker 6: Yeah, it's like a cool box. Yes, yeah, I actually
I would like to make the argument that because Bell
and Keilonian searched for things to tie people up with
in that very walk in earlier, that maybe they would
know if there were any things that could be a thread.
Speaker 7: I think that's fair.
Speaker 1: I think that maybe the only concern is what if
one of them wakes up and is it somehow able
to like work around to untie the other. So you're
going to have to maybe figure out how to prevent
that from that time.
Speaker 6: Oh, Bell's obviously going to tie them back to that.
Speaker 1: Okay, I'm not going to make you roll for it.
We've established that Bell is great at ropes. Yeah, okay,
they are secured. You are all in the kitchen.
Speaker 7: Does anybody feel like they need a snack?
Speaker 6: Bell and Chlorice want to get a snack at the
beginning of all be does it? Never did?
Speaker 9: So?
Speaker 5: I think yes, I think a short rest would be yea,
yeah we can.
Speaker 1: So I'm gonna I'm gonna say anybody who wants a
snack can have a snack.
Speaker 7: Anybody who wants to go back to your seats to
have a short rest and do that.
Speaker 1: You're going to roll your own hit points for your
your short rest restoration short restoration.
Speaker 7: Short restoration.
Speaker 4: But we don't have to roll, hid dice if we
don't have any damage.
Speaker 6: Correct, you don't have.
Speaker 10: To How long is a short rest versus long?
Speaker 1: An hour?
Speaker 7: Yeah?
Speaker 5: So we have two hours?
Speaker 7: Yeah, but you can't you can't do like two back
to back short rests.
Speaker 10: Okay, yeah, I would that basically a long rest.
Speaker 7: Like a full like sleep. Yeah. Yeah. So all right,
so who is going back for a short rest.
Speaker 5: And Andrick is going to go back to his seat
and kind of process.
Speaker 7: What's just okay, you're going back from short rest also great.
Speaker 1: Anybody else or do you guys want to stand around
in the kitchen and have some snacks.
Speaker 6: I think Bell's gonna snack.
Speaker 10: I'm gonna have some snacks.
Speaker 5: I mean, I'm that full HP, so don't.
Speaker 6: Clarice's had some grapes before.
Speaker 2: So Clarice is going to head back to.
Speaker 1: So Gideon is just gonna like hang out in the
kitchen with Bell and uh Cretasio.
Speaker 7: And Gideon's going to.
Speaker 1: Say, you know, Critasio, when we were in here earlier,
those brownies were a little hot, but I feel like
maybe now they're safe to eat.
Speaker 7: And he's going to help himself to a brownie that's
really good, and then.
Speaker 1: He's going to take the rest of the brownies and
like wrap them up and napkins to have for later.
Speaker 7: Oh.
Speaker 1: What I will tell you as the DM is that
if at any point in the immediate future, any of
you take any more damage, you might want to see
if Gideon still has those brownies on him. So okay,
so Gideon his packaged up these brownies. Is there any
any other food than anybody wants to grabb while you're
in the kitchen.
Speaker 6: I think Bell's going to like take like a few sandwiches,
a few budges of cheese and crackers, definitely the box
of chocolates and just sort of like sort of bundle
it all up and then truck it back to the
car where everybody is resting and hanging out.
Speaker 1: Okay, Gideon's going to follow you back to the car, Cretatio,
are you going to go with them as well?
Speaker 10: Yeah?
Speaker 7: Okay, so you go back to.
Speaker 1: The car, your compatriots are taking a little snooze. You
can have a snack now, or you can save your
food for later.
Speaker 6: I think I'll have some chocolate.
Speaker 7: Okay, there are ten chocolates in there, so I need
to roll me a D ten to determine what you
what you have?
Speaker 6: An eight?
Speaker 7: An eight? This is a caramel filled chocolate. Roll me
a constitution saving through.
Speaker 11: What this is like a box of many things chocolate.
Speaker 1: Okay, So for a net one, you're really lucky that
everybody's short resting right now, because you're going to have
disadvantage on any charisma based skill checks for two minutes
because you're so focused on how amazing chocolate and caramel
are together that you can't really like focus on being charming.
Speaker 6: You know what, that's so valid.
Speaker 7: Okay, anything else?
Speaker 6: Is there anything that we know heels? Because I've taken
a little damage, but none enough for you.
Speaker 7: Don't know that anything heels, but you can certainly.
Speaker 1: Try some of I mean, I will tell you as
your DM, I'm not interested in killing you by giving
you poisoning.
Speaker 6: Sure, Bell's just gonna experiment. Then maybe let's do some
A wedge of cheese and some crackers.
Speaker 1: Okay, so one wedge of cheese and a couple of crackers,
two hit points perfect restored to be clear, Yes, yeah,
and anything else okay. Gideon is pretty well settled into
his chair at this point. He thought he was hungry,
but it turns out he was just tired.
Speaker 7: Cretatio. Do you want a snack? Or are you gonna just?
Speaker 10: I think I'm good?
Speaker 6: Okay, you still have that tongue.
Speaker 12: Oh my god, I was not sure what you meant
for a second.
Speaker 7: That's right, you do you pack?
Speaker 6: I hope?
Speaker 10: So, I mean I have full HP right now, so
I don't all right I need but uh yeah, I'm
gonna I'm gonna keep that tongue.
Speaker 1: Okay, So Bell, I'm just gonna say that you're going
to add to your inventory eleven pieces of brie, six
cheese sandwiches on white bread, and a box that still
has nine mystery.
Speaker 7: Chocolates in it.
Speaker 1: All right, so you've all taken at this point, I
think you're all going to take a short rest. All
of you can roll your hit points to restore or
roll your yes bill, your hit diye to restore your
hit points. I'm not going to do that for you,
and we're not going to bore the listeners with that process,
So I'll let you just take care of.
Speaker 7: That on your own.
Speaker 1: And you are all going to wake up as you
pull into the Tapertsava train station.
Speaker 2: And that seems like a good note to end on.
Speaker 1: Joina's in two weeks for a very special episode of Barbecue.
Speaker 2: And then two weeks after that we will have Oops All.
Speaker 1: Bards Episode eleven, if you can believe it, that is
the penultimate episode of season one. As always, I've been
your host, Jillian asha Blair Ivy and on behalf of
everyone here at Oops All Bards. Thank you so much
for listening.
Speaker 2: We'll see you again soon.
Speaker 13: Oops All Bards is created, GMed, and directed by Jillian
Ashley Blair Ivy. This episode was produced edited and sound
designed by Nate Runkle. Oops All Bards stars Ashley Banks
as Bellsternamio and Coleman as Clarice Sauerkloud, Ross Curry as
Andrew Carrow, hold, Tage Sinhadas as Cretaceo thunder Thigh, and
Bob Killian as Colonial Stumps. The Oops All Bards theme
song is by Bob Killian with additional lyrics by Jillian
Ashley Blair Ivy. Oops All Bards is executive produced by
the port Room. We are part of the porch Room
Network on spreaker Prime. For more information, visit oopsalbards dot com.
Thanks and be sure to rate, review and subscribe to
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at Oops all Bards. We'll see you next time.
Speaker 3: Oops It's all bars, Oh, another quality podcast from the
porch Room.