Speaker 1: Hello, ladies and gentlemen, Welcome back to Tales from the
Old World. It is us Dragon's Creed Gaming. I am
your host, the Great Unclean One, and I will be
your GM for this evening. If you are listening to this,
that means that you are one of our patrons on Patreon,
and for that we thank you for your support. Couldn't
do it without you means the whole world to us,
and again, thank you all for stopping by. You are
joining us for our patron exclusive actual play series, Tales
from the Old World, which is our second Warhammer campaign
that we have been running, and this is session number two,
So why don't we just kind of get rolling here.
We'll leave all the announcements to the regular show, but
at the time of airing, by the time you hear this,
our Alien actual play series should be going on. We've
got about I don't know, eight or nine episodes, give
or take, and then we're going to be hopping into
some Warhammer forty thousand, Wrath and Glory with an Orc's
only campaign, so that'll be starting probably in a couple
weeks by the time you're listening to this, so stay tuned.
Hopefully you were able to get in on our giveaway
at the end of Gallos Geists. If so, if you
were a winner, congratulations. If not, that's all right. We've
got plenty more stuff to come. But with that in mind,
let us go around the table. We're gonna hear from
our players, tell us who you are, who you're playing,
and anything else you want to tell the listeners tonight
that's been exciting or interesting in your everyday life. We'll
start it off with Mike. How you doing, Buddy?
Speaker 2: Hello? Hello, Today, I'll be playing Arnold Fleming the Human
Hunter Trapper. Not much has really happened since last section
in the daily life, just kind of going to work,
going to school, staying busy.
Speaker 1: All right, fair enough, And how about Kyle, what's going on?
Speaker 2: Hello?
Speaker 3: I'm Kyle.
Speaker 4: I will be playing Bogahar Hellfoot the Dwarf Outlaw.
Speaker 3: And now I'm ooh, the sun came out.
Speaker 4: So that's been cool because Illinois has been gray for almah,
it's like a full month.
Speaker 1: I was gonna say, isn't the sun always out in Florida?
I forgot you're here right now, so yeah, well you
brought the ninety degree weather with you, so thanks.
Speaker 5: You're welcome, take it back.
Speaker 1: I don't mind the heat. I'll take that. I don't
have to shovel sunshine, as they say, so I'm okay
with it. Next on the list, we've got Matt number two,
the Frog. Hello.
Speaker 6: Yeah, I'm Matt. I'm playing horse Conig today.
Speaker 7: And yeah, up in Madison, we are also very hot weatherwise,
but as I mentioned earlier, it's a bit of all
lightning storms. So hopefully no power goes out and I
can continue cleansing third year. Otherwise, I I don't know
what else has been going on. I played a board
game called The Estates a little bit earlier that was
a lot of fun.
Speaker 6: It's kind of like a really.
Speaker 7: Tight auction and like mean bidden game, like a few
people just sort of trying to stab each other in
the back to build the most.
Speaker 6: Points when bidden games. It's really interesting.
Speaker 7: But it doesn't really if you look it up and
see a picture of it, it's like it's just a
bunch of cubes. It doesn't look like much, but it's
actually pretty fun.
Speaker 1: That's okay. Yeah, even the simplest game can be awesome.
I've still got the District nine board games sitting on
my table in the shrink wrap from Kickstarter. You know,
with this whole COVID thing, I haven't really seen another
human being, or at least any human beings that matter.
So yeah, a lot of stuff piling up and so
many Kickstarters on their way, so a lot of that
coming down the pipeline. Too cool. Next, we've got Sean,
another person from our gallows Geist adventures along with Kyle All.
What's going on tonight, buddy?
Speaker 5: Hi, I'm Sean, and I will be playing Ragnik Granite Hand,
a dwarven slayer with slick orange dyed hair, beard and eyebrows.
Speaker 8: I guess for me.
Speaker 5: I finished building and painting the D and D Demigorgon model,
so that was pretty cool, surprisingly big. So yeah, throw
it at my players when they're bothering me just to
end a campaign. Feels good. That's good.
Speaker 1: Pault the old Green Dragon.
Speaker 5: Right right, Yeah, you guys are having too much fun.
Fifty elite cultists and a green dragon.
Speaker 1: Rounding out our new cast here we have back on
the channel. At this point, you're probably hearing him in
our Alien Actual Place series, my good friend ben Ah.
Speaker 8: Yes, well, I'm glad to hear that. That uh monstrosity
of my death. Well, well not my death, but crazy
scenarios that were about to happen in that campaign. So
I'm Ben, I am Richter Blum and snaggle teeth Richter Blum,
let me be clear, and uh yeah, So recently, I
just got back from Boston. I was there speaking at
MIT and that's about the most exciting thing I bad
going on.
Speaker 1: Okay, fair enough, all right, Well, uh, I am your host,
the Great Unclean One, and also your GM once again.
In my life, work has been stupid busy, and at
the time of recording this, we are about to record
the finale for gallos Geist tomorrow night, and with that
and the Patreon about to go live, and uh, just
all sorts of stuff going on between getting all three
of these campaigns either wrapped up or started. Been very
busy with the podcast, but it's all good stuff, very excited,
very cool things coming down the pipeline. And a few
streams as well. Actually, now that I think about it,
at the time of this recording, it will be July
that you're hearing this should be beginning of July, So
at the end of this month, I'm going to be
hosting a stream on our new streaming friend by the
name of Scar. If you've been listening to Gallos Geiss,
you have probably heard me talk about his channel a
bit that's sc double A double R. Look for the
green lizard eyeball thingy. He has been doing different role
playing games every month on a live stream on his
Twitch channel, and I was lucky enough to join him
for Alien Hopes last day, and then the month after
that we did Vampire the Mass Grade fifth Edition. I
got to play a Nosferatu that was pretty sweet. And
I'm going to be also playing in Mothership, which I
think at the time of this recording would have been
last month in June, and then this month in July.
I'm going to be hosting or GMing I should say
he's the host. I'm going to be GMing a one
shot for Warhammer Fantasy role Play fourth Edition on there.
So it'll be the last Friday of the month, which
if I look at my calendar here is the twenty ninth.
Pretty sure, I think we're gonna start at eight thirty.
I don't know that's two months in the future from
right now, but when you're hearing this, it's going to
be happening in a few weeks, so just check it out.
Check out Scar. He's got some cool stuff, great group
of guys there, cool Discord community if you guys can
hop in there as well. Bunch of awesome people that
if I could game with just on a regular basis
in real life, I definitely would, So check us out there.
And I'm also gonna be hosting some stuff in are
GMing some stuff in October as well. We're probably gonna
do some Zomba side RPG and maybe something special in November.
We'll see, so keep your eyes peeled for that. But
enough talking, let's get back to our story. So last
we left, we had begun our new adventure in and
around the town of Uber's Reich, in the province of
the Reichland of the Empire. We had begun by meeting
our four or five new adventurers Arnol Fleming, a human
hunter from Middenheim, Bogahar Hellfoot, a dwarf outlaw from the
hold of Zufbar, Horst Koenig, a human warrior priest of
Manan from Nordland, Ragni granite Hand, a dwarf slayer from
karak Agzabar, and Richter Blum, a human townsman from Midland,
and the five of them for reasons, you know, one
thing or had brought them to Uber's Reich looking for work.
They had all answered a ad or a request for
workers to help out a merchant by the name of
Rutger Reuter, and he invited them all to a river
barge called the Trefanda Feir, which was a Stragani river barge.
Charge of that was a Stragani by the name of Reiko.
The captain of the ship, along with a bunch of
Stragani and Reiko's old aging grandmother, Madame Vedoma, and Rutger
hired the group of you to help escort some of
these supplies on the river barge to a area near
a village called Grousi, south of Uber's Reich, about twenty
miles give or take. The guys traveled south on the
River of Air Forflus, and we're taking some supplies to
a camp where they are building a new mill and
hope to develop the land there. On the way, Madam
Vedoma was getting very preachy and very worried, praising her
ancestors and asking for their protection. As you guys passed
an area of swamp land that she called the Orchlam,
telling you legends of some ancient beast that dwells somewhere
deep in the swamps. Unfortunately, it wasn't the swamps he
had to worry about. It was the river itself. As
the barge hit something got kind of shored up on
the shallows of the river bed, sending Madame Vedoma and
our dwarf slayer overboard, and to everyone's horror, a massive
fish called a steerpike attacked. Luckily, the heroes for the
most part, really didn't have to break too much of
a sweat. You guys did pretty well, not only fending
off the steerpike and saving Madame Vedoma, but slaying it
as well, at which point our slayer decided to try
to hack it up for some food to some six.
At that point, you guys got most of the cargo
off the ship, soaking wet and kind of cold as
we are beginning in the winter months here, and you
then march the rest of the way to the camp
through the foggy mists that seemed to permeate this area.
Rutger tried to keep a brave face and spirits up,
and Raiko was very thankful that you had saved his grandmother,
and the Stragani all seem to have had a turn
of heart and been a little bit more accepting and
welcoming to the group of you. Upon reaching the camp,
you were met with a sight of disorganized mess. It
seems like this camp has no organization whatsoever. Tools and
supplies left out to the elements, the foundation of the
mill flooded and just looking terrible, and it just it
looks like a mess. Straghani have a couple of wagons
here set up. Rutger has his own tent, as does
the dwarf foreman Tholgrim, whom you met, and then Rutger's
business partner, another merchant by the name of Johanna Stiegler.
She has her own very nice looking wagon as well.
You got to see that Fulgrim doesn't seem to think
too much about either of his human companions here, blowing
smoke rather rudely in Rutger's face and basically getting into
a bit of an argument with Stegler. However, Rutger did
ask Thulgrim to get the other key for the lock
box from Stegler and have her pay you guys from
helping make sure all the supplies did end up at
the bottom of the river, and she seemed incredibly annoyed, exhausted,
and tired when she finally met the group of you
and refused to pay. But a little quick talking and
intimidation from Richter saw her quickly changed her tone. She
paid you guys some silver and apologized for her outburst,
said everyone should get some rest for the night and
she would have some actual work for you guys to
do in the morning, which she promises, unlike Rutger, that
she will pay you for. And at that point, you
guys were about ready to call it an evening and
get some rest. As I said, it is starting to
get cold here, and there's a nice blazing fire where
the Straghani have set up. And at this point Stiegler
has slammed the door and gone back into her wagon,
leaving you there near the Stragani caravan. Fulgrim has gone
back to his tent next to the big pedestal in
the center of the camp, and Rutger has gone back
to his big old tent in the southeast of the camp.
So that is where we shall pick it up. As
evening is falling upon the camp. It is the sun
has dipped below the horizon. It's getting dark, and really
the only source of light is the big old campfire
the Straghani have set up. There is probably about twenty
or thirty Stragani in total. It looks like between the
four or five wagons they have here, it looks like
most of them, you know, it's probably about two to
I don't know, maybe about five or so to each wagon,
give or take. Maybe a little bit more. But it's
hard to tell if they're all related or if they
are just all friends, because to you guys, they all
look like could be one big extended family. But being
that as it may, that is where we will pick
it up. So what would the group of you like
to do as the night begins to fall.
Speaker 2: Have we had a chance to rest yet since our
a little encounter?
Speaker 8: You have not?
Speaker 1: No, it's been kind of NonStop since you got on
the boat earlier in the day.
Speaker 2: Yeah, so I was thinking we might want to take
it a little easy.
Speaker 8: Yeah, I think I'm like a club by that fire.
Speaker 2: It's just what I was thinking.
Speaker 1: Well, when you do that, Raiko and the others seem
to have no problem. They actually invite you over as
you're walking in their direction, patting their hands on some
of the little crappy benches they have set up, and
scooting aside to make room for you as best they can.
It is a bit crowded, but they have built quite
a huge fire, you know, like we're not just talking
like a little campfire. We're talking more like almost like
like half of a burning pire if you were to
have a good old witch burning. It's big and it
is giving off plenty of heat. And yeah, the Strigani
you can tell they're all friendly with one another, all
kind of cramped up against one another, and it looks
like they are just pouring out some food and kind
of handing that out to everybody to sit down and eat.
Does everybody join them at the campfire?
Speaker 8: Yes?
Speaker 5: Yeah, right now, will go, Yeah, find some alcohol if
you can.
Speaker 1: All right, Well, the food it's not great, I mean
it's basic. It's basically just some some stew that they've
put together. But considering her out in the middle of
nowhere and there's no proper kitchen nearby, it's still still
good to you guys, and it fills you up a bit.
Speaker 8: It's about as basic as this camp.
Speaker 1: Uh. Yeah, it's not awful. I mean, you've definitely had worse.
All things considered, you'd say it's okay, it's not unedible.
We'll put it that way, all right. And Madam Vedoma
she is set up in like a tent nearby. You
can see her kind of rocking in her rocking chair
which they've taken off the boat, and she is, you know,
they patched her up a bit after she was attacked
by the steerpike, but otherwise she's okay. You can see,
like her silhouette kind of rocking. She's got one of
the ten flaps open, so you can kind of see
her with the flicker of the fire. But most of
the Stragania are out here telling stories, singing a few songs,
and passing around just a little bit of a little
bit of drink.
Speaker 2: So is it still misty as far as we could.
Speaker 1: Tell, yes, the mist has not receded by any stretch
of the imagination. It gives the camp a very eerie
feel to the I mean, it almost blocks your vision
out to like where Thulgrim's tent or some of these
other wagons are here at the north part of the camp.
You can like barely see the outline of Rutger's tent,
and that's how thick it is. Plus it's at night,
so it's even harder to see. I mean, you know,
he's probably a good The camp is probably a good
fifty to eighty yards across, so almost almost the size
of a football field or half a football field, so
it's significant.
Speaker 8: I'll ask, uh, is this this typical in this area?
This this mist this foggus?
Speaker 1: I'm like I've ever seen Raiko takes a swig from
whatever bottle he's drinking from, and then he passes it
over to you and he says, yeah, it is. It's
been Uh, it's been this way since we've got here.
It's well, grandmother says it's the you know, the spirits
and how cursed this place is. And I might be
inclined to agree with her on that. It's it's not natural.
I'll tell you that.
Speaker 8: No, it's this fog hasn't lifted at all.
Speaker 1: No, no, not since we've been here, been here to
like set the camp.
Speaker 6: Sorry said again, like set this camp down.
Speaker 1: Oh as far as we've been here, I mean that
they've the camp was started to be set up before
we got here, but we've been here for a while
now probably a week or two. I mean it it
comes and goes. Sometimes it's thicker or easier or less,
but it's always here.
Speaker 2: Well, do you know what it's, what it is, where
it comes from?
Speaker 1: I don't know for sure, but grandmother, she seems to
think it's just this place. It's cursed.
Speaker 2: Yeah, I don't want to be breathing in any curses.
Speaker 1: Well none of us have, uh, you know, have gotten
up and eaten anyone in the middle of the night,
if that's what you're afraid of. So we've been here
a while, but it's and he kind of like looks around.
You see some of those Chagani get a little like
quiet as he's kind of talking about some of these details.
He says, we do. We have had a lot of
restless nights though it's hard to get good sleep here.
We just want to be done with this work and
out of here, I'm see.
Speaker 2: And how much work do you guys have left? See
you've been here a week, so how much longer do
you expect to be here?
Speaker 1: However long it takes to get this thing built? And
he points to the you know what is barely a
foundation and skeleton of the mill and He then kind
of looks over in the direction of the three camp
runners and he says, they just they can't decide what
they want to do. The Dwarf, he tells us one thing,
and then Rutger and Stiegler are always arguing. They can't
decide who's supposed to do what or who's in charge
of what, and they're always arguing about the money. They
don't make very good business partners if you ask me,
and doesn't sound very promising at all. Yeah, so we
do what we can, but sometimes the Dwarf, well he
doesn't want to deal with Steegler and the Ruthgers, so
sometimes he's not really around. Yeah, so that's what he says.
You know, he tells you a little bit about what
seems to be this argument between the three of them,
particularly Rutger and Stegler.
Speaker 2: Yeah, I think the group of us should be a
little careful accepting more jobs here, making committee commitments, you know.
Speaker 8: Having trouble getting paid.
Speaker 1: No, no, they've paid. It's just you know, they tell
us to do one thing, and then they tell us
to do another. They want us to take down the
stones and he points in the Northwest. I'm sorry northeast
direction over here on the map by the number five.
And you know, you can't really see it now because
it's night. But when you got here, you guys saw
what looked like some sort of standing stones. And he
says they'd asked us to do that and dig those up,
but none of us are going to disturb that. That
just sounds like a bad idea. I'm surprised grandmother didn't
father of her chair when she asked. And you know,
to one degree or another, you guys have all heard,
or you may know that Stragani, the Scrani people tend
to be rather superstitious. Rutger has said as much as
well as did Thulgrum, and you did gather when you
spoke with Stiegler that they haven't been doing some of
the work they've requested. So this kind of seems to
reinforce that idea.
Speaker 7: Probably for the best not to disturb them, was that
do you know some old burial mound or something like that?
Speaker 1: Could be no, for sure, but I'm not the type
to go messing about with things like that. I mean,
grandmother stories about the beast and the swamp is one thing.
But the best leave things as they.
Speaker 6: Lie, Oh, it's for the best.
Speaker 1: What beast is this? He looks around and some of
the other Chagani kind of laugh like it's almost like
it's a running joke, and he says, oh, the great
beast of the archlam. Didn't you hear her on the boat?
Speaker 9: I will think.
Speaker 8: Yeah.
Speaker 1: She says there's a foul creature that lurks in the
swamps and prowls the grounds and will turn you to stone.
And you know they At this point, the bottle's probably
gone around once or twice, and it's back to him
and he takes another swig, and he says, the harmless
story she has, but she's been around the while, so
take heed to some of the things she says. At
least she tells us maybe to stay away from the stones.
I don't think there's any monsters out there, but well,
the stones are right here in the camp, so we
don't want to mess with them. I guess that's the
best way to put it.
Speaker 5: Makes sense.
Speaker 2: Yeah, I'm not too superstitious, but I don't mind staying
away from them.
Speaker 1: Is there anything else you guys discuss as you finish
up your dinner and have a few drinks.
Speaker 6: I suppose I'll ask.
Speaker 7: The fish typically come as large as the one we
saw on the river earlier today.
Speaker 1: Oh, you don't see stair pikes that much, and that
was a young one. I mean they can get up
to twenty thirty feet, but they've all been fished out
for the most part. And that one probably just had
some corner of the river. No one goes to Okay,
but well that's not the worst you'll see in the rivers.
Trust me, it could have been worse.
Speaker 8: Well, I think it's about time to hit the old
dusty trail. I'm gonna call it a shut eye.
Speaker 1: Raiko kind of nods to you, and he says, I, uh,
I can't help, but notice none of you really have
any tents or sleeping bags or bed rolls or anything
like that.
Speaker 8: No, this was a half day job, sir. We weren't
expecting u.
Speaker 3: Bogahart chuckles to himself and goes.
Speaker 9: Uh, speak for yourself, night.
Speaker 3: Boys, and wanders off because he has a bedroll.
Speaker 1: Wow, you just where do you set up your bedroll at?
Speaker 3: Next to h next to one of the like Stragani tents?
Speaker 1: Okay, yeah, well, well as you do this and and
Raiko gives a laugh, he says, well, uh, the least
that I'm sorry, my accent keeps changing for him, I
can't decide what nationality he is. The least that we
can do is h is offer you some some roofs
on over your heads. I'm afraid we don't have much
than a couple of blankets here and there. But well,
when you're all crammed in a wagon, it doesn't get
too cold. It's the least we can do for for
saving grandmother's life. And basically they offer you the rest
of you you know, if you want to stay in
one of the wagons or one of their tents, or
you know, kind of share the campfire. It won't be
a great night, but it would be better than just,
you know, sleeping in the cold ground with nothing.
Speaker 2: I'm gladly accept something a.
Speaker 8: Little up on it.
Speaker 6: Thank you for your hospitality.
Speaker 5: Thanks right.
Speaker 1: Well, it's enough to give you guys shelter for the night.
You don't have to worry about it too much. They
do keep the fire going, uh, pretty much throughout the evening.
And uh, you know, whether you're crammed in a wagon
with you know, a couple of strangers or in one
of the tents, there's enough to keep you guys moderately
warm and not necessarily comfortable, but you're not freezing the
whole night, so everybody can make their rest role. If
anybody is missing any wounds.
Speaker 8: Oh my god.
Speaker 1: All right, so Richter, you get one wound back with that,
which brings me back to I think you're the only
one that's hurt anyway. So yeah, I got a huge
fight of course, seven wounds. Nice. Yeah, so yeah, you
got get a good night's sleep in that regards. However,
everyone's sleep is rather disturbed by dreams that keep you
keep your mind racing for most of the night. I
need all of you to make me a challenging cool test, please.
Speaker 5: Now, Chris Ragney has fearless everything. Does this help?
Speaker 1: Uh no? No, okay no, and then just let me know,
or I should say, let our listeners know what you rolled.
Speaker 8: As far as you're I'm sorry. It's a cool test.
Speaker 3: Yes, I got a plus two.
Speaker 2: Arnold got a plus one marginal success and challenging.
Speaker 5: Yeah, yes, challenging of Ragney got a plus six plus.
Speaker 1: Three Rickter one natural one. That's a critical crushing out.
Speaker 8: Okay, yeah, well for most.
Speaker 1: Of you, despite it being a little of a disturbed sleep.
By the time you wake up, you don't really remember
your dreams, and there's there's not much there to really
worry about. However, for horsed with negative five success levels,
your night is spent tossing and turning, and you awake
like with a sudden jolt. Your heart is pounding, you're
breathing heavily, and despite the cold, you're covered in a
slick sheen of sweat. And memories of your nightmare begin
to peel away as you awaken, but you do remember
a few fragments of your dream. In particular, you recall
seeing a bed made of straw and a large fire
consuming a small hut, And then you recall seeing great
grasping claws binding you up with twine. And then you
recall staring up and seeing the reflection of the chaos
or you look up and you look to your side,
and you recall seeing the reflection of the chaos moon
on the waters of the river nearby, and then you
recall all of that being consumed by a single giant,
angry eye, kind of like SAURAN'SI Uh, it felt like
you were laying on your back on a cold stone, slab,
and then it's as if you remember nothing, just an
infinite black of nothing. And then that nothingness is interrupted
with an intense, burning, anguish type of sensation, and you're
overcome as that sensation kind of burns through you. You're
overcome with a sense of having lost everything, and you're
left with a very forlorn feeling kind of lingering over
you as you wake up.
Speaker 6: Uh, that's awful.
Speaker 1: I assume Arnulf probably probably bunks nearby with you, since
you guys are friends. So Arnulf, you are either awoken
by his sudden jerking awake or you're already up and
you see him kind of just instantly just snapped being awake.
Clearly what you would recognize is probably having some sort
of dream or something. Suddenly wake him up.
Speaker 7: We're off night, ah I ah, yes, but.
Speaker 6: I guess I couldn't say bad dreams. I suppose.
Speaker 2: Oh well, you know, getting to work keeps the mind busy.
I'll forget about that soon enough.
Speaker 6: Yeah, for sure.
Speaker 1: Uh.
Speaker 7: I guess if I get up early, I can maybe
try to catch some fish in the river before the work,
the tru work.
Speaker 2: Begins, and maybe we can have a real meal for ourselves.
Speaker 1: Okay, well, if you two want to try ah, if
you have any sort of outdoor skills, if you want
to try to fish, you can do that either outdoor
survival or if you have any sort of fishing gear skills,
you could use that as well.
Speaker 6: I do have the fishing talent.
Speaker 1: Okay, what are you going to fish with?
Speaker 6: H That's what I was trying to puzzle out a
little early.
Speaker 7: I don't really have a whole lot on my person. Uh,
but could try to sling something together with some local
shrubs and like align for tying down tents A me that.
Speaker 1: Give me an outdoor survival at minus tench, Well, actually,
do you have any skills in fishing of any sort?
Speaker 6: Just the fishermen talent, not like a what is it?
Speaker 8: If you.
Speaker 7: Have an hour with the line and bait, you can
land a fish for yourself and a number of other
sequel to your level, and then follow the rules are
foraging after that. So I guess it's kind of not
necessarily relevant without well setting up the line and bait.
Speaker 1: I mean, you know, you know what a line in
bait what you need. So I'll tell you what you
can attempt an outdoor survival at minus ten to see
if you can whip something together.
Speaker 6: Yeah, sure, that's kick.
Speaker 1: So minus ten would be what is that hard? Difficult?
Speaker 10: Difficult to think?
Speaker 6: Yeah?
Speaker 1: See, yeah, you try to put something together and you
quickly like get the string so soaking wet that it's
just not gonna work.
Speaker 6: Or if I tried spear fishing, do you have a spear?
I do it? Sort of. I'm realizing now that's one
reason I took that. It's like, oh, I guess I
could fish.
Speaker 1: With then yes, uh yeah, you'll your talent lets you fish.
I know you don't have a line, but that's fine,
you can fish with that. I suppose give me. I'll
tell you give me another outdoate of survival at plus
twenty so easy, easy, right, average.
Speaker 6: Average, even better.
Speaker 1: Okay, So you're still getting used to using a spear
to fish with, so you don't get anything. If you
had a line, you think you could. Plus you're kind
of cold. You know, you've been out here for a while.
So as you guys are doing that, everyone else begins
to wake up and the camp at this point is
starting to buzz. Most of the Shragani are up and
they are over near the foundation of the mill, mucking
out the water logged foundation and throwing scaffolding together rather haphazardly,
i might add, and basically continuing to try to build
this mill. The fog and the mist still hangs about.
The camp seems a little bit thicker than it was
the night before. You really can't see the ground from
when you're standing, and it's about halfway up your leg,
and for the dwarves about knee height. The fog is
and it makes everything rather damp and uncomfortable, which, on
top of the dropping temperature is not pleasant. As you
guys are starting to get ready and everybody's off doing
their thing, you see Thulgrim stomping over to the to
where you guys are sitting, and it looks like he's
got a bowl like almost like a bucket, and then
he's got a couple small bulls and he walks over
and he kind of greets you all, and he seems
a little less gruff than the day before. This time.
He actually he gives the two dwarfs greeting and kasalid
you know, basically says, you know, good morning or hello,
and then he starts taking a ladle out of the
bucket and he starts pouring something into these bowls, and
he starts to hand them to you guys, and you
realize that it's some sort of thin gruel or soup
or something. Obviously it meant to be your breakfast. And
he first hands it to you, Bogehar, and then he
moves to Ragny, and then he just keeps handing them
to Ragney to hand out to everybody else, like, you know,
take one, pass it down sort of thing.
Speaker 5: Yeah, Ragney would respond in kazalid morning and then continue
passing down.
Speaker 8: Yeah.
Speaker 3: Bogehar would return the greeting.
Speaker 1: Okay, do the humans say anything to Thilgrim. I'll give him,
you know, a non DESERVEI hello, point, thank you, thank you.
After he finishes handing everything out, he starts to kind
of pack things up and put the ladle back in
the bucket, and then he looks over at you guys.
He takes out his pipe she saw him with yesterday,
and he lights it up and he starts to puff
on it, and once he finally gets it going, he says, well,
as you may have guessed from yesterday, the pattern charge
don't really see eye to eye, and well they're still
arguing about a few things, so However, they will pay you,
as they did yesterday, begrudgingly, or the Stiegler begrudgingly. They'll
pay you. I'll pay you for honest work. And well,
we've got a few jobs for you to do. Mainly
Stigler wanted me to tell you. She wants you to
take care of those stones up on the hill. The
ster Ghani just won't go near him, a bunch of
superstitious nonsense, or it's taboo to them or some such thing,
and they refuse to even go up the hill, let
alone dig out those stones. So if you can dig
around the base of those stones and top of them,
I reckon that the Stegani won't mind hauling them away.
You get that done, and there's a shilling each in
it for you for each stone, and there's seven stones.
So any questions, he takes a big puff.
Speaker 5: You got tools?
Speaker 1: He kind of nods, all right, let's get to it.
Speaker 5: Yeah, Ragni will finishes gruel and then starts dowmbling up
towards the stones. When it seems like everyone's.
Speaker 6: Ready, I have a quick question, Oh what's the site for? Like,
would you be able to build next to the hill?
Speaker 1: Well, if you must, know, eventually they want to develop
all this land something more. So the mill is the
first first thing they're going to put down, and I
guess they have plans after that. But I've just been
brought here to deal with the mill, so and they
want that out of the way. Well, we've got hands
here to do it. So I don't know what they plan,
but well, probably a small encampment or maybe a trade
hub or something like that, who knows. M Okay, And
as as you get up to uh, you know, finish
your gruel, ragny, he goes, I knew I could count
on a fellow dolly to to get the job done.
He says, check over their slayer, and he points over
at the mill foundation. You should find a couple of
tools that should help you do the trick. Just put
them back when you're done, eh, Yeah.
Speaker 5: And then he'll go over towards the mill foundation.
Speaker 8: Yeah.
Speaker 1: And with that, he puffs another time on his pipe,
and he picks up the bucket and he starts to
collect your guy's bulls and he heads back over to
his tent and without another word.
Speaker 2: Let's get started. I guess.
Speaker 9: Yeah.
Speaker 1: Everybody, and everybody grabs some sort of tool to do this.
Speaker 3: With Yeah, Bogahara would be kind of behind Ragney.
Speaker 5: Yeah, do it.
Speaker 6: I was thinking of hustling a little closer.
Speaker 7: To inspect the site before, but anybody starts tearing.
Speaker 5: The stones down. That's why I play role playing game.
Speaker 1: Okay, I realized we're well, we.
Speaker 3: Can always just pick up the tools and then go look.
Speaker 1: We're missing Oh there's I was like, where'd horse go?
Speaker 3: There?
Speaker 1: We go Okay, Well, ultimately, uh, you guys will make
your way over to these stones as you grab a
couple tools, you know, maybe pickaxes and shovels or things
of that nature, and you make your way up to
this hill. And when you get there, you see that
there are seven stones. There's one large one in the center,
and then there are six others around it, and those, uh,
the six around it are a little bit smaller than
the central one. Hold on, all my windows got fucked
up here just a second.
Speaker 9: Yeah.
Speaker 1: So the six smaller ones are kind of arranged in
somewhat of a like a regular circle around the mainstone,
and the smaller ones are a dark black stone of
some sort. Each of them is about four feet tall,
give or take, and all of the smaller ones are
covered in the very thick growth of this dark green,
shaggy lichen. The central stone, however, stands much taller, at
probably around nine ten feet, and it's vaguely been shaped
to be almost like a hexagonal shaped column. And the
stone looks a little bit different, looks a little bit
more like a brown rather than a black color. And
what's strange to all of you that you notice right
away is that there is no growth of any sort
of this lichen or moss or algae anywhere on its surface.
And you don't even see any of those little tiny
red mites that you see in some of the other
moss on the other stones. There's like nothing on this
thing whatsoever. The other thing you notice is one side
of the six sided central stone is a bit wider
than the others, and it looks like in the past
it had been quite heavily decorated. It looks like there
are traces of interlacing lines and some sort of design
that was probably carved in the stone at one point,
but whatever it may have been seems to have been
either long worn or chiseled away. And you also notice
that the mist hangs very heavily even up here on
the hill, despite being probably a good ten to twenty
feet above the level of the camp by the time
you're at the top of the hill.
Speaker 2: Do any of you guys have like a good lore
skill that might work here?
Speaker 6: Potentially?
Speaker 2: I have theology, which is Middenheim and beasts just dwarfloor, trolls.
Speaker 1: Dwarf. I will allow dwarf floor or any sort of
stone type lore. You can also try the theology. And
did I hear anything else? I said? Somebody say Middenheim Midland.
But straight up, what what skill are you using?
Speaker 3: Kyle dwarfloor?
Speaker 1: It'll be difficult mine ten about theology. Theology you can
do at minus twenty.
Speaker 3: That's a negative seven. That's a hell no Jesus.
Speaker 6: Also seven minus.
Speaker 1: Seven Jesus about I'm sorry? What was that?
Speaker 3: What about?
Speaker 5: Evaluate? Is that a skill that you could use?
Speaker 1: No? I mean, this is just a big rock, so
it's hard to say what it.
Speaker 8: Do?
Speaker 2: You know what you are?
Speaker 1: I'll tell you what give me a you can do
evaluate it at hard minus twenty.
Speaker 5: Oh okay, let's see you boys, see what we got here?
Oh close? But no cigar minus three.
Speaker 1: The only thing Ragne you can tell for sure. This
is mostly because your dwarf, so you know some of
these types of things. The two types of stone are
definitely different. You're guessing the black one is some sort
of granite. You're not sure about the central one, but
you can tell they are different types of actual stone.
The other thing that you all notice is that much
like the six smaller stones, the ground around here has
a lot of growth and vegetation, but around the central stone,
it's almost like the growth stops, like maybe a foot
or two away from the edge of the stone, the
earth seems normal. I mean, they're still just dirt and ground.
It's kind of muddy and loose around the larger stone,
where it seems the vegetation almost stops growing. Unfortunately, all
of your other tests do not tell you anything more
about this.
Speaker 2: And the Middenheim lore is not gonna work it. Stretch.
Speaker 1: I'll let you do it at minus thirty, which is
what super hard.
Speaker 2: I don't know what's called very hard, very hard?
Speaker 1: Yeah, Hey, the.
Speaker 2: Biggest failure, yeah, fission for that natural one.
Speaker 1: You just don't get it. So yeah, I mean you've
all probably heard or seen things like this in the wild.
They could be all sorts of things and whatever. Superstitious
or otherwise weird stories you may have heard, or assumptions
you might have. Feel free to uh to speculate, But
none of you have any idea what this might significant
or what significance this might have.
Speaker 6: So none of you all know what this circle is.
Speaker 7: I was really hoping to rule it out as a
grave site before we tore it up.
Speaker 11: Looks like rocks, two different rocks, but still rocks.
Speaker 7: I suppose I'll give a prayer before we start the job,
justin case.
Speaker 1: Okay, give me, give me, give me a prayer. Test.
Are you casting any of your blessings or just just
giving a prayer to Manan?
Speaker 6: Just kicking a general good vibes out?
Speaker 10: Okay?
Speaker 5: M h rough rolls tonight.
Speaker 1: Negative four. Okay. You don't feel like Manan is anywhere
near you right now. If he is, he is not listening.
Speaker 6: We're away in land. This is a bunch of rocks.
It's not really his bag.
Speaker 1: So do you begin to tear down the stones?
Speaker 5: Yeah, after he finishes doing his prayers, Ragney, we'll just
pick a stone and.
Speaker 8: Start.
Speaker 2: They all give us the same pay, so.
Speaker 1: Okay, So this doesn't seem to be anything particularly difficult
or dangerous. It's just hard, manual labor. But as you
guys begin to hack away and dig despite it being
cold out, the ground around these stones does not seem
as hard as you would think it would be. And
uh it doesn't really. It doesn't really take any skill
checks here to uh to start doing this. It's just time. So, uh,
what is everybody's toughness bonus?
Speaker 8: This bonus uh four for Ragny or for Bogahar?
Speaker 2: Where do I see this?
Speaker 1: The first digit of your toughness score on your.
Speaker 6: Three three as well for course three.
Speaker 1: Okay, so after the first three stones, the humans who
are toughness bonus three, you guys are starting to get
a little winded. This is some some difficult or not.
It's not difficult. It's just time consuming and it's kind
of backbreaking. I will need each of the humans when
you begin to work on stone number four to give
me a challenging endurance test. If you pass, you're fine.
If you fail, you will gain a fatigue condition as
you are really starting to sweat and get a little
worn out.
Speaker 2: Here, pretty said challenging.
Speaker 12: Yes, yes, take a little break.
Speaker 1: Arn off with plus three. Horst gets a critical failure
with a ninety nine and Rick here, we need a
test from you as well.
Speaker 8: Ah, the toughness endurance please durance.
Speaker 10: Sorry, actually I'm I'm.
Speaker 1: Not and he is a fortune point Okay, oh my goodness,
it's four all right, So the two of you please
give yourselves fatigue conditions on the effects tab of your
character sheet. When you have a fatigue condition, that gives
you minus ten to all tests, and generally speaking you
uh damn it. Uh you can get rid of fatigue
conditions when you rest.
Speaker 6: Okay, So now what does that look like in this venue?
Fatigue like a man falling down.
Speaker 1: It's it's the sad face right in the middle, the
sleepy face.
Speaker 6: Sleepy face.
Speaker 1: Okay, if you left click the icons, it'll give you
a drop down so you can see what the effect
is and what it does. Uh, and aren't off? You
power through like a boss, Dwarves. You notice that Richter
and Horst begin to show some signs of fatigue as
you guys start working on stone number four, and after
stone number four, the Dwarves are starting to feel it
as well. So Dwarves, I'll need a indurance test from
you after the fourth stone.
Speaker 13: Please, okay, just straight up correct cool right plus five
for boghart.
Speaker 1: Oof failure from Ragney.
Speaker 5: Ragney's gonna use a fortune point for that critical failure
seems bad, man. I'm so glad I used one of
my medicurrencies to increase the role by six.
Speaker 1: What do you mean? Yeah? Nice? Yikes? Okay, So, Ragney,
you're gonna gain a tea condition as well. Bogahar like
a champ is just chugging away, like picking him up
on his shoulders pretty much. Yeah, so Ragney, uh, you
you get a TA condition as well. And the rest
of this does not go by terribly terribly hard.
Speaker 8: Uh.
Speaker 1: It maybe slows down a little bit as everyone starts
to get a little exhausted. But eventually you have all
six of the outer stones down and uh ar uh Bogahar,
you guys are still fine. Everybody else's breathing and huffing
and puffing. Do you guys take down the final stone?
Speaker 8: Mm hmmm.
Speaker 1: Uh yeah, okay, I'm.
Speaker 6: Gonna let somebody else come into contact.
Speaker 5: With it first, though Ragney will physically touch it first.
Speaker 1: Uh. Nothing happens. It is not it is not glowing it.
It does feel slightly warm to you, Ragney.
Speaker 5: Okay, a little weird but uh old world's filled with
weird ship so let's get going.
Speaker 1: All right, everybody give me one more uh endurance test please,
as this this last stone, whether you're you've passed the
first ones or not, is exhausting work.
Speaker 2: So what difficulty? Just straight zero?
Speaker 1: There we go.
Speaker 5: Oh oh ragne got a plus two.
Speaker 1: Oogahar with a hundred.
Speaker 8: You know.
Speaker 1: You're right on the money, damn rick, right to the
finish line there, I think.
Speaker 3: Okay, not even not much better, but not one hundred.
Speaker 1: Well, yeah, it's not a critical failure, so you're only
gonna get You're only gonna get one ftiqu condition instead
of two, because we all know what happens to your
fails in this game, so uh, and horse, you're gonna
gain another fete condition as well. Everybody else though, Just
down the cusp pier plus zero plus zero plus two,
you guys struggle through it, and you eventually bring the
final big stone down and uh, you know, you guys
don't really take much of a break other than a
breather between each stone here and there, But for the
most part, you guys power through it, and by about
noon all all the stones are finally down, and everybody,
please give me a perception test at plus twenty.
Speaker 8: Perception tests at plus twenty.
Speaker 2: I think I have something in my skills that might
maybe hop up.
Speaker 1: Okay, yeah, go ahead and check another hundred another.
Speaker 8: Do what I do?
Speaker 2: Have sixth sense of intuition tests.
Speaker 1: Okay, you have sixth sense and.
Speaker 3: Kyle, I'm just gonna, you know, eat it.
Speaker 5: Oops.
Speaker 3: Yeah, fucking yum yum yum.
Speaker 1: Yeah. So with six cents, uh, Arnulf, that's like kind
of your danger sense thing, right.
Speaker 2: I believe? So yeah, okay, yeah, what I'm threatened and
can react accordingly.
Speaker 1: Yeah, I mean, it definitely feels a little weird up here,
but I wouldn't say like your spidy sense is going
off like you're in imminent danger.
Speaker 2: That's good, I suppose. So.
Speaker 1: Okay, Well, for those of you that passed the test,
which looks like Ragny and Arnulf, you both notice that
when you get the big stone down that any part
of the large stone that was below ground level, you
can see the carvings are much more intact than the
ones that are above ground. You're presuming because they haven't
been exposed to the elements as much as the ones
that were buried.
Speaker 2: Say, you should bring it to everybody's attention to that,
see if they could see anything a little clear?
Speaker 5: Yeah, what are they?
Speaker 2: I can't read it at all.
Speaker 1: Right, it's just it's not any sort of language or
script as far as you can tell. It looks more
like more like either images or maybe decorative decorative Maybe
it looks it looks to you like the equivalent of
like cave paintings, except it's a carving, very rudimentary, very basic,
you know, rather than like nice organic shapes. You see
like a creature whose head is the shape of like
an upside down triangle. And uh, what you see on
here Now that everyone has their attention drawn to and
you start looking, it looks like the creature. So there's
a bunch of different creatures. They have these triangle shaped
heads and kind of barrel shaped bodies in these carvings.
They look like they're meant to be large, large, brutish
looking creepy, and they're One feature that strikes you is
they have a single eye in the center of their
triangle shaped head, and they have these large almost club
looking like tails, almost like a like a club or
a like a mace. It ends like almost in a
ball and you can tell that the image here shows
that these creatures were living or are standing around several
crude looking towers that are built near what you're guessing
is the edge of a lake. One of the creatures
in these carvings looks larger than the rest and seems
to be featured predominantly, as if it is more important
than the others, and judging by the rather crudely drawn breasts,
you're assuming it's meant to be a female. Of these creatures,
all of them appear to be bald, with the exception
of the female who has these long, tatty looking which
you're guessing are braids. One of the scenes depicts some
sort of war party, perhaps raiding a village or burning
down some huts, and looks like they're carrying away loot
and prisoners or food. And you see that there's another
portion where the large female creature appears to be holding
the severed heads of slain prisoners over the waters of
the lake, and you can see in the lake what
you imagine are the impressions of a monstrous horned head,
some sort of monster creature. And then you see on
one side of the stone as you perhaps roll it over,
and you look at the other side. There is a
massive creature that has been carved into the stone. It
resembles something of like a giant lizard with four pairs
of legs, and you can look. You could see what
looks like lightning bolts carved into the stone, kind of
like a like a backdrop to this monster. And I'm sorry, no,
the lightning bolts look like it's being shot from the
lizard at some of these villagers that they're rating or attacking.
And then the final set of images that you can
make out, it clearly depicts the bloated female creature on
a stone slab like some sort of you're guessing burial
or funeral. The other creatures seem to be gathered around
her with their hands outstretched to the sky. And then
you see that she is buried in the ground somewhere
near this lake that you see in these other images,
and you see that a tall obelisk is erected as
her like a burial stone, to mark where she's buried.
Speaker 6: See, I had a feeling about this.
Speaker 2: Can I use a Lord Beasts?
Speaker 1: Yes, yeah, I'll I'll let you do. Lord beasts straight
up sounds about actually minus ten. These are these are
kind of rare critters.
Speaker 2: Yeah, I imagine because it's kind of like ancient history
or something.
Speaker 1: Yeah, I mean it looks like it was carved by it.
Speaker 9: Yeah, buddy, Oh damn, he knows.
Speaker 1: Arnolf. I'm so glad you passed this test. What you
believe these creatures are are the infamous one might say,
legendary and incredibly rare creatures known as famir, which are
kind of reptilian type creatures that generally are about the
size of an orc, so a little bit bigger than
a human, definitely taller. They have these kind of almost
cylindrical heads with a lot with one lone big cyclopean
eye in the middle of their forehead, and they have
tails that end in what look like a mace, the
head of a mace or club. And you've only got
one success so you don't know much more than that,
but you're pretty sure that's what these are supposed to be.
Speaker 2: It sounds like very bad news.
Speaker 1: You yourself have never encountered them or seen them. You've
probably just heard stories and things at one success level,
but you're pretty sure that's what these are meant to be.
Speaker 2: Any of you guys heard of what a Pamir, Is.
Speaker 1: Anybody have any other skills like that?
Speaker 8: I know I do not.
Speaker 3: Yeah.
Speaker 5: The only lord I have his trolls and it doesn't
sound like their trolls.
Speaker 2: No, yeah, no, yeah, don't let the group know exactly
what you just told me, That these things are kind
of scary looking things and that we may have just
gotten involved.
Speaker 1: With it a little bit.
Speaker 7: Uh well, some ancient, almost entirely legendary beasts. Well, look
from my point of view, and I'm not gonna regret
saying this, I actually feel a little better about so.
Speaker 6: I would have been really broken up if this were
like a human thing for example.
Speaker 2: Yeah, I'm open. Whatever was buried here is just long,
long gone. I think we don't have to worry about.
Speaker 1: Well, what would you guys like to do?
Speaker 5: Well, we should probably tell Raiko please, Well.
Speaker 2: We should be careful of what we say exactly. If
these people are kind of superstitious around here, they kind
of believe in stories.
Speaker 8: We did get a warning yesterday that, oh Grandma here,
I thinks this is a curse place.
Speaker 2: Yeah, we've seen her on the ship already. I need her.
Speaker 5: Well, we should at least let Stiegler or Felgrim know.
Speaker 2: Okay, whoever pays us might want to know.
Speaker 5: I think so.
Speaker 1: One thing that you do seem to notice as you're
standing here for a while discussing what to do, is
it feels like this oppressive presence that has been lingering
over the camp since you got here, especially for you horse,
the feelings you had from your nightmare. Now that the
stone is down, it feels like that's been lifted a
little bit. And it seems it's hard to tell, but
it seems like perhaps the mist has gotten ever so
more thin.
Speaker 7: Right, Well, I suppose if we want to avoid a panic,
maybe just drag the big stone into a shrub or
throw a tarp over it.
Speaker 6: I'm done dragging for the day, I think.
Speaker 8: But that's I'd we roll it into a bush. That
sounds great.
Speaker 2: I think they won't really be able to read what
they see. They're afraid to even get close to these things.
I'm not gonna sit here and like stare at him
too long, I think.
Speaker 1: Up to you, So, what do you guys do?
Speaker 2: He did want us to drag him.
Speaker 1: Somewhere, right, He said he could get the Verstani. I'm
sorry the Straghani to uh probably drag them off that
he just wanted you to tear him down because they
refuse to do that.
Speaker 2: Oh, I think John's done, Then let's get out of here.
Speaker 5: Yeah, honest work, Bring your tools and let's put them back.
Speaker 2: Yep, can't forget that.
Speaker 8: Well here.
Speaker 1: To your surprise when you uh, obviously, Thulgrim is happy,
you guys did that with really out any problem or
or lip. And to your surprise, as the day comes
to a close and everyone's taking a break the Stragani
are putting some of their tools away, you realize that
everyone's moods seemed to be a little bit better, and
definitely by the time you guys sit down to eat
for that night, it is the The Shragani are in
a great mood. The oppressive feeling on the camp seems
to have completely dissipated, and the mist, the heavy fog,
has definitely thinned. There's still a bit of a mist
rolling along the camp, but you can actually see the
ground in your feet. At this point, they're no longer
just completely uh completely eaten up by the by the mist.
The mood feels noticeably lighter, and yeah, the uh, the
Shraghani actually seem kind of impressed that you guys not
only did that with the stones, but nothing happened to you.
And they actually, uh, they actually put together a little
bit of a nicer stew that night, with some peppery meat,
which they eagerly offer to you, guys. It's kind of
a celebration.
Speaker 5: Ragney will accept, thankfully, and a brilliant eat down fantastic
plants are served.
Speaker 1: Yes. The as the as the day turns into night, uh,
the Straghani once again put up their fire, and this
time it's even larger, and this time that the camp
is filled with dancing and singing, all stragant obviously Stragani uh,
stories and song, and you get a little bit of
a taste of their their culture, which to all of
you is obviously very foreign and bizarre. But they all
seem to be in very good spirits. Would everybody, though,
give me a perception test at just straight up?
Speaker 5: I guess, Chris, since I have night vision, does that
change anything?
Speaker 1: Yeah? Uh, you can have plus twenty if you have
night vision.
Speaker 5: Neat, I got that too, good, car. The plus twenty
only hopes a little bit when your perceptions ship minus
five for Ragney.
Speaker 3: Is three for oil shit.
Speaker 1: Wow, Richter rolling a three against a ten. Oh my goodness,
I'm on it. Not bad, Okay, can actually hamble two things.
We'll do it this way, so Arnulf in the morning,
I forgot to mention. When you guys got up and
you and Horst were fishing, you noticed there was a
man who was talking with Steegler. You don't recognize him.
It's not Rutger. It's someone you haven't seen before. He's
wearing pretty he's a human. Yeah, he's wearing pretty big
sick peasant type clothes. You know, looks kind of dirty
and grubby, kind of tall and lanky, with longer black hair.
And you notice him having a conversation with Stiegler as
you guys finish up fishing, and eventually, you know, you
see him depart, he leaves the camp. You don't have
a chance to to, you know, get close to him
or anything like that, or notice anything else. But you
did notice him, which you don't think anyone else did.
When you guys get back to the camp, Rickter, you
notice that despite everybody celebrating, I should say, not the spite,
but you notice that Vedoma, Madam Vedoma, even though she's
still in her tent, she she's been moved or she's
moved herself up to where her chair is right at
the opening of her tent, so she's almost like joined
you guys. And you see that there's even a bit
of a smile on her face. She doesn't seem to
be that kind of you know, mental fugue that she's
been in the last couple of days. And she you
can tell, although she's not like shouting her lungs out
like the rest of the straghani are, she's definitely singing along,
you know, like kind of under her breath with whatever
they're singing. And she seems to be in a good
mood as well.
Speaker 8: I am clapping. I am clapping to it to enjoy
this music.
Speaker 1: Okay, eventually unless anyone has anything to say.
Speaker 5: Yeah, Ragney would ask Raiko why they're celebrating, Well.
Speaker 1: The can't you just tell everything? The mood's light. They're here,
my friend. I think perhaps the stones had some sort
of curse on this place and you've broken it. Seems
like a good reason to me, though, I guess simple things, huh,
that's all one could ask for.
Speaker 8: But how do you like this?
Speaker 5: Stel very tasty, good good?
Speaker 1: Perhaps now we can get more of this mill finished,
and he takes a long swig or whatever they're drinking,
and he passes.
Speaker 5: The bottle to you again, right, and he will take
a drink as well.
Speaker 1: All right. Well, as the night goes on, or I
should say, the day turns into night, and everybody you
know is relaxing and enjoying the festivities. Thogrum comes over
and he uh, he looks actually to you, Ragney, and
he kind of taps you on the shoulder.
Speaker 5: Sorry, was muted.
Speaker 8: Yeah, what's up?
Speaker 1: He says to you in Kasalid. He says, that is
coming to uh to get you all sorted out for
your pay. But well, as you know, I need the
two keys to open the chest, and I can't find
Rutger anywhere. Have you seen him? Do you see that
he's holding the chest under his arm.
Speaker 5: Do I recall seeing Rutger at all today?
Speaker 1: No, you do not.
Speaker 5: I don't think I've seen him all day.
Speaker 8: That's concerning. Isn't he a business partner of this area?
Speaker 1: I mean, isn't hey they're speaking in they're speaking in Kasli.
You can't understand what they're saying.
Speaker 8: Sorry, what are you guys talking about? Yeah?
Speaker 5: Uh, looking for Rutger.
Speaker 8: Okay, where is he?
Speaker 5: That's what we're looking for.
Speaker 1: I don't know. I needed I need his key to
get the lock box open so I can pay y'all.
I don't know what he is. Have you seen him.
Speaker 8: I'll shout out of his name, attempt to like get
this this ass had over here so we can get paid.
Speaker 1: There is there is no answer. Yeah, he does have
the big tent in the southeast of the camp. There
is no answer when you shout out his name from anywhere.
Speaker 8: So I'm gonna I'm gonna walk over to his tent. Okay,
I'll grab my character.
Speaker 1: Everybody else can put yourself by the fire again if
you'd like.
Speaker 5: Good Okay, oh is that the fire?
Speaker 8: And I'll just open up the flaps and and as
I'm opening him up, I'm gonna yell his name.
Speaker 1: Okay, give me a perception test at plus twenty.
Speaker 8: Plus twenty all right, Eu.
Speaker 1: Actually I'm sorry plus forty all right, oh damn son
critical success, all right, Richter. So you throw open the tent.
It's very obvious as you shout his name that he
is not there. It's a very spacious tent. It's got
a bunch of garish colors on the outside, and it's
got his family, you know, crest and sigil and things
like that, the typical thing you'd expect a Foppish noble
to be in, even though he's not necessarily a noble,
he's a merchant or businessman, but it fits the bill,
so to speak. He's nowhere to be seen. His tent
is empty, and you know, it looks like it's been
lived in and used, you know, as you would expect. However,
you do notice that there appears to be some disturbance
at the back of the tent. And when you go
over there, you can see part of the tent is
like pulled up so it's not flushed to the ground,
and you can see the grass on the other side
of the tent on the outside of it looks like it's.
Speaker 8: Flattened on the other side of the tent.
Speaker 1: Yeah, so you're in the tent, right, So if you're
in the tent, you're like here at the back of it.
And as you pull up the back of the tent,
here the grass on the outside of the tent is
flattened right near where you see like the bottom of
the tent looks like it's been disturbed.
Speaker 8: Like as if something's been pulled through there.
Speaker 1: Yeah, something yeah, or something something left the tent or
was moved out of it and crushed some of the
uh the grass.
Speaker 8: Okay, I'm going to run back to the front of
the flap and yell back to the crew that we
got a problem here. Guys, you need to come and
see this.
Speaker 1: I guess we'll get rid of Rutter's token for now
since he's not actually there. Yeah, you guys here Richter
shouting clearly something's wrong.
Speaker 6: Oh, scoot over there.
Speaker 8: Yeah, your character actually scootered.
Speaker 1: You all see the same thing, which I'm assuming Richter
either tells you or points out once you all get there.
Speaker 8: Yeah. So I mean, I, I guys, he's not here,
and it looks like in the back of the tent
that clearly something has been moved. Either he's left out
of the back or something's been dragged back there. But
you know, as I'm explaining that, I'm gonna go to
that disturbed spot if I can.
Speaker 1: Yeah, do you crawl out from under the tent or
you just go right?
Speaker 8: Do I crawl out from underneath the tent there?
Speaker 1: Okay? So as you do, it's not hard to fit.
You just have to pull up the back of the
tent a little bit more. But it makes you think
that something could have easily crawled in or out of
the tent or been dragged in or out without too
much hassle. And as you do, you notice that there
is some more flattened grass. And it does not take long,
especially with Arnolf with some of his outdoorsman skills, you
can see that there's a very clear trail of crushed
grass that's been flattened. No blood though, no, no, there
does not seem to be.
Speaker 8: Is the chest still here in the camp?
Speaker 1: What Folgrim is carrying it currently?
Speaker 8: It's I didn't take that.
Speaker 1: Yeah, you guys know at this point you've pieced together.
Thogrim holds the actual chest, and then each of the
merchants has one of the keys, so no one has
like full access to it.
Speaker 5: Does the inside of the tent look like normal or
like it's been tossed or any kind of fight?
Speaker 1: Looks pretty normal?
Speaker 2: M I say, we like check this grass trail as
far as we can.
Speaker 5: Yeah, I'll not make sure I have my weapons with me,
but then I will agree it is not.
Speaker 1: Hard to do. Basically, it goes around the south side
and goes in this direction towards the river. And eventually,
when you guys get to about here, you can see
that there is the edge of the river right here.
There's lots of tall weeds, you know, those those things
that have like the rounded, like cylindrical top of the reed.
That sort of thing is that they're called. Can't say yeah.
So you see a lot of those kind of swaying
in the wind. I mean a lot of them are
dead because it's winter and it's getting really cold. But
it's very obvious that there's disturbances here. And as you
search around, eventually, to your horror, you do indeed find Rutger.
He is face down in the water. Despite it, well,
it is very dark, so only the dwarves. The dwarves
probably lead the trail here because unless anybody has a
light source, it's pitch black out here. Does anybody have
a torch or anything like that?
Speaker 5: I don't believe, so nope.
Speaker 1: Okay, so dwarves, I'm assuming you both have night vision? Yes, yes, okay,
that is a dwarf thing. So the two of you
are the ones that follow this trail, and everyone else
follows you. You see, he is face down in the water. Dwarves,
you can give me perception tests here. It's too dark
for everybody else to see this.
Speaker 5: Good doesn't matter.
Speaker 3: No, that's a negative a for me.
Speaker 9: That's a nombogahar.
Speaker 1: Ragney. You squint and you can tell that there is
definitely a different shade of color in the water around
his body. Obviously you're guessing it's blood. And you can
see also he is dressed in a white linen smock,
which clearly would be like his his like nightgown type clothing.
And his right arm is missing. It appears that it's
been torn at about the shoulder.
Speaker 8: God damn.
Speaker 5: So I will grab his body and drag it back
onto shore.
Speaker 1: All right, So, yeah, you touch the water. It's ice
cold at this point. It sends a shiver through you.
But you don't have to get too far, you know,
just a about knee deep or so, maybe a little
bit more because you're a dwarf, and you easily pull
him out. You know, he's he's a thin guy, and
when you roll him over, his his face is strangely serene,
his eyes are closed, his mouth is slightly agape, and yeah,
definitely a bunch of blood rushing from that wound. The
wound looks like it has some tears in it of
some sort. Doesn't think it's a clean cut. It's a
very ragged cut. And dwarves. You see in the darkness
there are these rather large oad footprints stamped in the
mud around the body, like on the banks of the river.
Speaker 5: Okay, point that out to the rest of the party.
Speaker 6: What are they.
Speaker 5: Like human sized? Bigger than human sized?
Speaker 1: Oh, they're bigger than human size, that's for sure.
Speaker 2: I'm gonna, you know, lower beasts to get on this. Okay,
unless there's like a like a trapping kind of thing
for looking at footprints.
Speaker 1: Unless you have the track skill, then I would just
say lower beasts would also be appropriate.
Speaker 2: Okay, we'll just go with that.
Speaker 1: Ooh, nice, ritical success, Arnolf, very well done. You're on fire.
So you you look at this and these tracks to you,
you're guessing are some sort of large lizard type creature.
You're guessing it would be something along the le lines
of either a basilisk or maybe a cocka trace, or
maybe a wivern. It'd have to be a small wovern though,
because you would know where the critical woverns can get
pretty large. But it could be a young wivern definitely
seems something more like reptilian in nature. You're guessing lizard
like the other thing you can tell with your critical
Something seems off about these tracks, as if they don't
quite make sense to you. You can't put your finger
on it, especially because it's at night. You only see
these because Ragni and Bogahart point them out to you.
But something about it doesn't seem like it makes sense.
Something's not adding up. But that's what you're guessing, one
of those three types of creatures.
Speaker 2: Yeah, let the group know that. I don't know what
I don't know what kind of creature this is, but
it's it's one we're gonna have to be careful with.
This definitely isn't going to be like a walk in
the park if you run into that thing, especially at night.
Speaker 1: I mean, if you if you list off those creatures,
you know, all of you, especially dwarves, you know what
a wivern is. Orcs tend to use them as mounts
some of the you know, war bosses and shamans. I
like to call it the poor man's dragon because it's
like a dragon without arms and bassilisks. You've all probably
heard stories of but other than Arnolf, none of you
really knows exactly what they might be. Same thing with
the cockatrice. You might have heard stories or legends, but
only Arnolf might know details about that.
Speaker 2: Yeah, I definitely don't get a good, uh good impression
of what I'm seeing here.
Speaker 1: I would also say, Arnulf with the critical se excess
is it could potentially be a troll. It's got the
same type of footprint, you know, depending on the species
of troll. But you also would know that, Yeah, I
guess a troll is another thing you think that it
could possibly be. You'd guess a river troll since you
guys are near the river. But you can tell by
the size of that's what it was. You can tell
by the size of the tracks that this creature would
at least be of the large size category or bigger.
So either either the size of an ogre or the
next step up, which is I think enormous, which for
scale purposes on the map, a large creature takes up
four spaces, an enormous creature takes up nine spaces, And.
Speaker 2: I think I'd like to assume the worst. I think
it's probably something on the bigger side. Just get prepared for.
Speaker 5: That looking at the when he mentioned trolls. When looking
at the I guess footprints? Can I see, using my lord,
trolls if they match up?
Speaker 1: Of course, finally play on that.
Speaker 5: Amazing plus to you.
Speaker 1: It is not troll prints. You are sure close. But
there's you know, maybe like this thing doesn't have a
dew claw or like a hind claw, something like that
that you tell that isn't just isn't right the weight,
The weight is off on the imprint.
Speaker 5: Of the foot I will relate that, No, these aren't trolls.
Speaker 8: What are we looking at?
Speaker 2: I'm not sure I should maybe step back from the
water a little bit if this thing lives there and
wear this clothes.
Speaker 1: At this point, one of the Stragani has come by.
He's got a torch and he sees you guys, and
it's probably Raikokes. He didn't want to know what you
guys are up to. And you see that he obviously
sees Rutger and he lets out kind of a gasp,
And eventually some of those Stragani come over when they
see the commotion, and pretty soon the cheerful mood has
been completely flattened, and you hear the some of them
muttering to one another, their voices rising in a little
bit of panic, and Ouriko finally kind of gives voice
to all this thing. It's true, this place is cursed.
The great beast of the Orschlab must have been here.
He must have killed poor Rutger. It's come for blood,
just as grandmother said. And you see that all the
superstition that they have comes rushing back, and you hear
some of them even muttering like it's time to leave,
and all like the party's over right, everybody like starts dispersing,
and you can see some of them are even clearly
starting to pack up their things. And eventually, with all
the shouting, Thulgrim comes by next and he sees the
body and he says in Caslid something along the lines
of poor lad, you know, and he seems kind of
sad that he's dead. And eventually Stiegler comes out and
she's kind of shouting, like, you know, what is all
the commotion. Then she sees his body and she stops
for a moment and then she goes. So now he
goes and gets himself killed. I suppose I'm going to
have to explain this to his family if he hasn't
caused me enough problems already. Grim charms in, show a
little bloody for the dead. Damn you the respect. What
we need here, master Dwarf, is justice. He's been murdered.
And they begin to argue for a moment, what do
you guys do?
Speaker 7: Well, that would be great, but how would we figure
it to go about doing that?
Speaker 6: Judge the lake, just wade into the water and hope
they turn up. I don't like those ideas.
Speaker 1: He looks at you, Horst. This kind of stops arguing
with with Tholgrim when she hears you speak, and she
actually walks up to you, you know, just a few
feet away from you, and she says, you're supposed to
be the hired muscle around here. Isn't that what she
brought you on here for? And she reaches into her
pouch or her belt and she pulls a small pouch
and you can hear that it's it's clinging with coins,
and she says, ten gold crowns if you bring the
head back of the creature that killed him.
Speaker 8: Catching yeah, yeah.
Speaker 3: Bogahar's eyes turn into gold crowns.
Speaker 1: As she does that. She's like, I'll reimburse them from
the funds myself. Where's his key? And at this point
you see that Tholgrim has looked over Rutger's body and
he's looked under his shirt. He's got the key on
a chain around his neck for the lock box, and
he he takes that. He says, actually, I'll I think
I'll be holding on to this key. I don't think
this being a joint operation and all that the Ruthers
would be happy with the investment all in your hands, Steegler.
I'm sure you'll understand. I know how it would make
me feel if I saw someone else with my money and.
Speaker 8: Were about to see a rumble here.
Speaker 1: Everybody, give me an intuition test, Dwarfs. You can have
plus twenty to this test.
Speaker 8: A fatigue is still needed to be applied, if we
have it right.
Speaker 1: Yes, yeah, you have to basically rest for a while
to alder to get rid of that.
Speaker 6: Oh my goodness.
Speaker 1: Okay, Ragney, you notice that when Tholgrim is speaking to her,
he just gives her this look of absolute hatred and disgust,
and she seems even a little taken aback by it
for a moment, and then she just goes right back
to kind of her hoity toity noble self, and she says,
and by what authority, what claim do you have over
the match of dwarf? None until the Ruyter send someone
to replace their departed Rutger. I'm the only one in
charge here. And they begin to argue again over the key.
Speaker 5: Ragny will say in Kasalid to Bogahar, he really doesn't
like her.
Speaker 3: Boganhar would sorry I was muted.
Speaker 4: Boghar would would chuckle a nod.
Speaker 6: I miss something. She's not related to Brucker.
Speaker 1: No, they're from two different families. They're business partners on
this endeavors, right.
Speaker 7: Yeah, they already have the key chest system. What what
does it matter who has the third? He keeps the chest,
You keep your key, business as usual. You could sort
it out, sort the rest out later.
Speaker 1: At that point when you when you say that, Horst,
you see that thl Grim kind of just gives a
big sigh and he just kind of lets her yank
the key from his hand, and she quickly puts that
chain around her neck as well. She's got both of
them clanging on her chest. And she says exactly, and
she says, well, what are you waiting for? Do you
want the ten crowns or not.
Speaker 5: We're probably not gonna go at night.
Speaker 1: You hear as Thulgram stomps off. He says like something
under his breath to that kind of same that same point,
like at least give him till morning, and he stomps
off with the chesty.
Speaker 2: No losing our lives going out at night right now, gives.
Speaker 1: A big sigh. Fine, but you I have your word,
you'll seek out this beast in the morning.
Speaker 2: I'll definitely go for it.
Speaker 5: That's why I'm here.
Speaker 8: Hey.
Speaker 1: She doesn't even wait for the rest of you to
answer after the slayer answer, she just says good and
she turns on her heel and goes away, still shaking
the bag of coins in the air, almost like mockingly,
or like, don't forget you know you can get some
money if you do this.
Speaker 2: I'll be in it for the challenge.
Speaker 3: Well, she's walking away, Bogahar calls out.
Speaker 9: Hey, miss, how did the candle fare last night?
Speaker 8: Yeah? How is that rock back?
Speaker 1: Give me a charm tast at minus ten because she's
kind of pissed off right now.
Speaker 4: Uh, this is gonna be great because everybody gets to
see what I'm rolling against.
Speaker 1: Probably a zero.
Speaker 3: Yep, it would be a negative seven.
Speaker 1: Does zero answer you? She acts like she doesn't hear
you and just keeps stomping off. She stuffs the coin
purse back on her person. Somewhere she gets slams the
door behind her.
Speaker 8: Sounds like rock band wasn't very.
Speaker 4: Good boger harwid chuckle because he knew he was. He
was just irritating her.
Speaker 1: Well, I uh, is there anything else you guys wish
to discuss or do or do you?
Speaker 8: Well?
Speaker 7: I suppose we should try to circle the wagon, so
to speak, and at least set up a watch.
Speaker 2: And what about Rutgers body? Leaving him here?
Speaker 1: It's still laying there.
Speaker 5: You'd give it a burial.
Speaker 2: Right, I mean, let's have some dignity.
Speaker 5: Let's not put it up by where those stones were, though.
Speaker 1: Spare him in the ancient site.
Speaker 5: Wherever the old Tims put their dead bodies. We can
safely store this dead.
Speaker 2: Body foundation on top of it.
Speaker 1: Rutger is going to come back as the final boss,
you native half man, half mirror.
Speaker 8: Uh.
Speaker 5: Ragney will mention it didn't seem very upset he was dead,
or that she was inconvenience, and.
Speaker 2: They did just kind of walk away, here right in
front of his dead body.
Speaker 1: At least at least some of our party seems to
have some shred of dignity or souls. Well, where do
you bury him?
Speaker 2: Just to be clear, though, he doesn't have any like
gold in his pockets or nothing.
Speaker 1: No, he's literally wearing basic like a long shirt right, yeah,
like a shirt that's like so big on him, it
like goes down to like the knees, you know, like
something you'd see like but The's or Scrooge wearing when
he gets up at night, like that sort of thing.
Speaker 2: I have a little night kit.
Speaker 1: Yeah, you don't see the nightcap though anywhere. You're not
sure where that might have gone off to.
Speaker 5: Do we know if? I mean probably not as a dwarf,
But do we know if like humans or especially nobles
have specific burial rights or places? Throw a tarp over
him and wait for his family to come pick him up.
Speaker 1: Well, I mean, why don't you all give me I
guess it'd be common knowledge. I mean you would all
if it was your family member, you'd want their body
returned or at least given some sort of dignified burial.
I mean, none of you really have any I guess
skills with like you know, preserving a body or burial
or things like that, so you might just know like
the basics, like, Okay, I guess we'd dig a hole
and we put him in there. But I mean, you
could wrap up the body if you want to try
to bring him back to his family. It's up to you,
guys what you just I to do with him. But
you know, I would imagine all of you to some degree,
would you all seem to be like not totally black
hearted assholes right now, at least this far in the adventure.
So we'll assume you all understand the basic the basic
attitude of you know, he's somebody's family member.
Speaker 2: At the end of the day, I think we should
still leave the contacting the family and all that kind
of stuff somebody else.
Speaker 8: Is that our responsibility? I don't think so.
Speaker 5: I writing a letter to his family, I'm just asking
what should.
Speaker 8: Say we aren't his patoon commander, right, I.
Speaker 1: Mean, whatever you guys want to do with that information
is fine by me. It's up to you.
Speaker 5: Ragney would check with Reigo, like what are your human traditions?
Because dwarves will bury him in stone and that's that.
Speaker 1: Raiko is off with all the other Straghani. Right now,
they're all they're all getting the camp like packed up,
and they're obviously not gonna leave in the middle of
the night, so they are setting up the wagons all
close together and it looks like they're gonna probably depart
in the morning.
Speaker 5: Oh, we're gonna be alone boys, all right, I guess
we'll just fucking dig a hole over by his tent.
Speaker 2: Yeah, like you know what I was thinking?
Speaker 14: Maybe, okay, okay, well you dig get the tools from
four and the uh, the ground here is far harder.
Speaker 1: It's almost like trying to cut into rock. I will
need who's who's digging? Is everybody helping?
Speaker 8: Yes, I'm digging?
Speaker 1: Yeah, okay, Uh, then I will need one more endurance
test from everybody as it is incredibly difficult.
Speaker 5: Aren't a nice?
Speaker 8: Is that another fatigue point?
Speaker 1: That will be one more fatigue condition for those of
you that failed.
Speaker 2: Ah yeah, I mean.
Speaker 1: After all the backbreaking work you've all done. And then
it's like that episode of Reno nine one one where
they try to dig their own graves in the desert
and it's like rock hard. What Yeah, some guy kidnaps
them and like wants them to dig their own graves
before he shoots them, and like they're sitting there for
hours and they can't dig anything because the ground's just solid,
and he's like, come on, people, it's like four in
the morning.
Speaker 8: All right.
Speaker 1: Uh. It takes a long time, and it's you know,
it's backbreaking, but you do eventually get a shallow enough
grave that you can bury him and get him mostly covered.
Speaker 2: I guess it was worth it.
Speaker 5: Right, Let's go to sleep so we can hunt a
fucking monster in the morning.
Speaker 1: All right, Well, why don't we take our halfway point
break and grab some refreshments and bathroom breaks and we'll
get back.
Speaker 5: At it, all right, b RB boys, yep.
Speaker 1: So the group of you get your rest, get some sleep.
To everyone's pleasure, you do not have any more of
the strange nightmares from before, especially for you horsed. It
is a much better night's sleep. And I think at
that point almost everyone had at least one fatigue condition,
so most of you sleep like rocks. And by the
time you awake in the morning, your fatigue conditions are
all gone. And if anybody is missing wounds, you can
go ahead and make your your rest. Test of wise
eventually get up. In the morning, you can see that
at least one of the Stregani wagons has already departed,
and it looks like most of them are setting up
and clean or cleaning up and preparing like they're gonna leave.
During the day, you can see Raiko as finishing up
some breakfast and it looks like he's put a little
aside for you guys as you wake up as well.
Speaker 5: Nibel thank him, and.
Speaker 8: Yeah, I will personally thank him for that.
Speaker 5: Yeah, very kind.
Speaker 1: M Well, it's the least that we could do. And well,
we're all getting out of here. If you really intend
to go hunt this monster, then well I wish you
the best of luck.
Speaker 8: What do you mean you're getting out of here? You
have one of the keys? Don't you to unlock this chest?
Speaker 1: He looks at you, like, what the hell are you
talking about?
Speaker 5: Segler has both keys?
Speaker 8: Oh she does, yes, Steveler, my bad, my bad.
Speaker 1: It's it's not worth staying here. Whatever killed the Rutger
might come back and oh, Llward, no money, no amount
of money is good if you're dead and you can't
spend it. So we're all.
Speaker 8: Yeah, but we would be better to stick together. Than leaving.
Speaker 1: He kind of bites his lower lip and clearly he
doesn't like the idea of hanging around here much longer.
Speaker 8: Well, thank you very much for the food. Apologies if
I insulted.
Speaker 1: You, he says, no, no apologies. He says, thank you
again for saving grandmother from the Steeler Pike. He says,
we'll be here for a few more hours. I'm going
to make sure everybody gets out before we leave. But well,
if you come back and we're not here, then well
we're going to be heading north towards Uber's Reich.
Speaker 5: Maybe we'll see you there.
Speaker 1: He gives you a nod, and he actually extends his
hand to you guys for a handshake to each of you.
Speaker 5: Yeah, Ragney bakes it vigorously.
Speaker 1: Pose Well, good luck out there, and he turns around
and goes back to getting stuff packed up. What do
you all do?
Speaker 5: Finish breakfast? Do some morning catathenics? Get ready to kill
a monster?
Speaker 8: I think we're gonna have plenty of calisthenics where we're going.
Speaker 5: Do you want to stretch before the fight? Otherwise you
might pull something right.
Speaker 8: Wait in the water.
Speaker 7: Yeah, I still don't think that's the greatest plan to
just wade into the water. But we don't have any
good trackers. I don't really know what else we could do.
Could we bait out such a beast?
Speaker 8: Just leave? I don't know.
Speaker 2: Well, we know where it hunts the dummy with meat,
but it's something.
Speaker 1: As you guys are discussing this, you see the door
to Stiegler's wagon eventually opens and she comes out, looks
a little worse for wear, like she maybe didn't get
a whole lot of sleep last night. And she says,
you're still here. I thought you were going to go
find that thing and kill it.
Speaker 6: Are you leaving with the rest of the can?
Speaker 1: She says, no, why would I leave? Don't be ridiculous.
Speaker 6: I'm gonna stick here alone. I'm trying to take a
survey of Like is it packing up?
Speaker 1: She said, Look the STREGANI can leave with all the
ridiculous notions of this place being cursed in things like that.
If you kill the beest, there'll be nothing to worry about.
I still have a job to get done now that
Rutger's gone and gotten himself killed. I've got twice as
much work to do here. Ses you want to get paid,
don't you?
Speaker 2: I told you.
Speaker 1: I told you I would pay you. How can I
pay you? If I leave?
Speaker 2: And now listen to this lady? I'd say we start
heading out, guys.
Speaker 8: Yeah, will.
Speaker 3: Hey, I have half a mind to.
Speaker 9: Take that handlepick.
Speaker 8: She paid for it, didn't she?
Speaker 1: Right?
Speaker 8: Well, yeah, so is that what kind of business guy
you are?
Speaker 1: She starts to tap her foot and she's got her
arms crossed as she watches you.
Speaker 2: Guys, I'm gonna start slowly walking away, ma'am.
Speaker 8: He's not gonna stop asking you. So, how did you
really feel about rock Bath?
Speaker 1: She gives you a look of absolute daggers.
Speaker 8: Can I roll for charm here?
Speaker 2: Sure?
Speaker 1: It'll be minus ten is opposed?
Speaker 5: Okay, okay?
Speaker 9: Six?
Speaker 1: Why is your arm solow?
Speaker 8: I had minus ten? Isn't it to every role?
Speaker 5: Did you remove your fatigue?
Speaker 8: I removed one. I didn't remove any of my fatigue?
Speaker 1: Why not?
Speaker 8: Sorry? Sorry? Right? Well? It would be better than a
marginal success.
Speaker 5: Yeah, I mean you needed a six and rolled a six,
so you're doing pretty fire.
Speaker 1: I have to look at her actual character sheet here,
because she rolled pretty much too. Johanna Stiegler, she passed
by three.
Speaker 8: God damn?
Speaker 1: How much did you pass by?
Speaker 8: Zero?
Speaker 6: How much fatigue did you have?
Speaker 8: I had two when I rolled it.
Speaker 1: See would have passed by two?
Speaker 8: Then?
Speaker 5: Okay, I mean if you have any fortune you can
add you you know, what are your fortune to add
a success level? So it would be tied.
Speaker 1: Yeah, it comes down to who has the better or
whatever fellowship characteristic? Yes?
Speaker 8: This really is it worth?
Speaker 5: Yeah?
Speaker 8: I mean, I just is gonna tell you, know, mister.
Speaker 1: So for those of you that are are like leaving,
are you leaving to go find the monster? Are you
just leaving the camp with the Shraghani.
Speaker 8: I'm leaving to go find the monster.
Speaker 2: Yeah.
Speaker 5: Okay.
Speaker 1: When she sees you guys like finally starting moving around,
she points. She says, I had the Shraghani get a
boat ready for you. You should be able to use that
to get across the river. I can't have you freezing
to death. You see, there is a little like row boat.
You guys can all cram into it. It won't be very comfortable,
but the river's not that wide.
Speaker 2: Wait a minute, did we ever get paid for moving
those stones? Or one shilling? Which was it a shilling
for stone?
Speaker 5: Even shillings we should have got each?
Speaker 1: No you did not? All right?
Speaker 2: Is that we were looking for Rutger with the chest
that we couldn't open.
Speaker 5: But she's gonna get us like ten gold coins so
we can collect out all.
Speaker 8: At the end, M.
Speaker 5: And the Dwarfs sing too.
Speaker 1: So yeah, you see that the dwarfs tent is still there.
He's still he's sitting on the pedestal. He's smoking again.
Looks like he's whittling away at something.
Speaker 2: I was gonna write this down in my notes, a
little ioe you from a okay, from that work there.
Speaker 1: Yeah, so the she they you guys are owed seven
silver each for the stones, and then she's offered ten
gold crowns to you guys if you kill the monster
and bring back its head.
Speaker 5: All right, Ragne will start making its way towards the boat.
Speaker 1: Okay, yeah, same here as well. You all pile in
and Ragne, I'll assume since you're first in you row
and uh, it's fairly easy to get across the river.
And when you do on the other side, you very
quickly pick up the trail of these three toad footprints. Again,
does anybody have the track skill?
Speaker 5: Let's see nope, nope.
Speaker 1: Okay, Well, if anybody, Arnolf, if you want to give
me another lower beasts here, I'll give you plus twenty
since you crushed it so hard last time.
Speaker 2: Oh gladly take.
Speaker 1: That another critical success. Oh my goodness. So, not only
is the trail easy to follow, but it is comically
easy to follow. It almost feels deliberate to you, Arnolf.
You also can tell that whatever has made these tracks,
they are not. Whatever made these tracks seems like it's off,
as if its gate is off, or it has it's
not used to walking with. However many legs it seems
to have something about it is clearly unnatural. You also
notice that these tracks seem far heavier than you would
imagine a creature walking would leave. And you also noticed
that the tracks look almost perfectly flat, as if, you know,
rather than like a regular foot of a human, you'd
have like the ball of the foot in the heel,
and then there'd be really nothing where the arches are
only like the side part of the arch. This is
very clearly just a flat.
Speaker 2: Footprint, any any more indications to what it could be,
because I'm starting to think with like a flat footprint,
it makes me think more of like a cockatrice.
Speaker 1: Uh, it doesn't seem natural to you Uh, you're starting
to think it might not even be a creature. You
have a critical It looks almost staged to you. I mean, yeah,
you got a critical success with for the success almost Yeah,
it looks it looks stage to you, or it's not
not necessarily real.
Speaker 2: I think should have to be a little extra careful
around this. Something's a little off, But I can't quite tell.
Speaker 8: What.
Speaker 1: Do you follow the tracks?
Speaker 2: I mean we have to, right, anybody say otherwise?
Speaker 1: Do you bring this your discovery to the attention of
the group, or do you just follow the tracks?
Speaker 2: Yeah, I'll let them know that it's you know, something's
a little fishy.
Speaker 6: Okay, that's some kind of joke.
Speaker 8: I hope.
Speaker 2: I think we've had enough fish for now.
Speaker 1: Well, you begin to lead the way, Arnulf with your
impressive tracking skills, and it's not hard for any of you.
Once you see one of these tracks, it's very, very
easy to follow this trail, which leads you to believe
Arnulf's suspicions that something is not quite right.
Speaker 8: Here.
Speaker 1: You make your way through some thick mud. Despite it
being cold here, there are still some very wet, muddy areas,
and it's like it really slows down your progress as
you're just smucking through this stuff, especially for the dwarves,
you know, it's it's rough, very boggy, thick grass, muddy,
and you eventually get to part that's almost like like moors,
where there's just little islands of solid ground, you know,
where the sun has kind of baked things solid, but
everything around it is mushy and wet and discussing. It's
got an unpleasant stench as well out here, and as
you progress further and further the path becomes more and
more overgrown. There are a good amount of birch trees
out here, most of them with thin branches with not
many leaves left on them, or only about half their
leaves left, and they do kind of w been the
wind back and forth, but otherwise, you know, it's it's
pretty desolate out here. And after traveling for maybe about
a half hour or so, the land begins to rise.
You feel yourself moving on an incline ever so slightly uphill,
and it gets even tougher moving through this. I'm going
to need everybody to make an endurance test for this
very rough traveling you're enduring.
Speaker 8: I'm gonna fail that, like right off the bat I
already know.
Speaker 5: So this is like, come on, man, we have like
really high endurance and like.
Speaker 3: It's so fucking high.
Speaker 5: Well the humans are. You're just like flexing on dwarves, only.
Speaker 1: Only Richter passed that everyone else. Does anybody want to
use a fortune point?
Speaker 8: Hi? These guys hid these.
Speaker 5: They only go up so high? Do I want to
use my fortune points? I mean, if I get in
a close but so minus ten on all of our tests,
I think I'm gonna use a fortune point. I know
I'm gonna regret this. I'm gonna regret it. Yeah, it
went up like.
Speaker 1: Okay, well as expected. For those of you that failed,
you do indeed gain me fatigue condition as this is
arduous traveling dwarves. For you, I mean, the mud is
practically up to like your knees, probably sinking into the
inside of your boots. And for the humans it's not
much better. At least it's not up to your knees,
but your boots are pretty much caked in this filth,
and your feet are getting quite cold, especially those of
you that failed. As you're making your way through a
particularly dense grove of these sickly bird trees, they're ahead
of you are sudden shouts of alarm, and through the
mist there is still missed out here. It's not as
thick as it has been the last couple of days.
Through the mists, you can see kind of the indistinct
shapes of three figures running in your direction, and behind them,
clearly chasing them, is a much larger looming shape. And
we're going to move it to a new map.
Speaker 8: I was gonna say, I, what's happening. Well, you'll see
and everybody roll initiative.
Speaker 1: So let me put your tokens here on the map.
You guys ready to run.
Speaker 5: We got some some hicks down here, heids.
Speaker 8: Guys, we're going into combat.
Speaker 5: Just throw me.
Speaker 1: You guys can arrange yourselves anywhere, like in this upper area.
Up to the edge of the map is where you're
entering from.
Speaker 8: That would be funny. Just toss me.
Speaker 5: I can't make the jump, Just toss me.
Speaker 1: What you see is down here to the south of you,
the southwest. You see three clearly humans running through the
mist away from a very large creature. And I will
in fact need everybody to roll initiative.
Speaker 8: Ah, mother of Lord oh A five ragney looks like
the humans that dude, quite well, Yeah.
Speaker 5: The humans are just dunking.
Speaker 8: Yeah, it's fucking dwarfs.
Speaker 5: It's like playing fucking basketball against tree men. This isn't fair,
all right.
Speaker 1: So as you guys emerge, you see that there is
this large, large creature. It has a lizard type body,
and it has eight long legs. It's got a long
neck that ends in somewhat of a beak shaped head,
and it's got a couple like spiky quills going down
its forehead and back. Now, what all of you notice,
despite the fact this thing is gaining on these guys
just because of its sheer mass and how uh you know,
how far it can move and run and things like that,
it looks old as shit. This thing looks geriatric in
how withered and how ancient it looks. It physically looks
like it is an old ass creature. And you see
three men running in your direction, one of them kind
of tall and lanky with long black hair. Whoever spotted
the guy at Stegler's wagon recognizes him. I think that
was horse.
Speaker 2: I'm sorry, Arnolf.
Speaker 1: You recognize it's the same guy that you saw a
meeting with Stiegler the day before, and then the other
two another one he's pretty nondescript as well, the regular
sized guy, long messed up hair. And the third one though,
is a he's fat, overweight. I'll show you, guys there
artwork as well that you see here. And this last one,
this is the one that you saw earlier.
Speaker 2: Guy with like the receipt on his head.
Speaker 1: Yes, yeah, he's got a little skull cap and very
scruffy broken nose. You can't see it from here, but
you'll see it eventually, kind of a broken nose or
nose that has been broken. The other guy looks like
he could probably be like a younger brother cousin, disheveled, unkempt,
and the last guy looks large, overweight, sweating, big jowls.
His hair's just matted with sweat. You notice that as
they are running, they're carrying a bunch of stuff. You
can't tell what it is from this distance, but they
throw it down as if that will help them run faster.
And they're running and screaming in absolute terror as this
thing comes comes charging towards you, guys at sixteen. The
largest of these three men continues to run in your
guy's direction. However, it is not an easy task with
all this mucky ground, he only gets to about here
before he trips face first in the mud. Arnolf, you're
next to thirteen.
Speaker 2: So you're saying, how much is our movement restricted here?
Especially like how fatigue. I don't know if that reduces
that at all.
Speaker 1: The fatigue doesn't necessarily reduce it. Hold on, I need
to check one thing here. Okay, this thing does not
cause fear. Surprisingly, it's weird.
Speaker 8: It is weird. It is a giant beast.
Speaker 5: Yeah, right, makes sense, But I guess not.
Speaker 1: Maybe because it's so old.
Speaker 8: You're an ugly looking thing, not.
Speaker 1: Quite as not quite as scary.
Speaker 5: We don't feel our fear. We feel pity because it's
old and ugly. Gotcha.
Speaker 1: Okay, So the way movement works, Your movement value is
how far you can move in yards. So if your
move if your move is four, you can move four
yards with just a regular walk, which would be just
two squares, because that's each square is two yards now
and this is all in your player aides as well,
your playiods. Fuller. There's the movement rules. I'm sorry you
move for you double that for your walk speed, which
is eight, so you can move four squares with no penalty.
You can run up to double that value, which in
case the humans would be sixteen yards so eight squares. However,
because this is difficult terrain, you have to make an
athletics test to see how far you can go. You
can also try to sprint, which means you give up
your action to move even further and you make an
athletics test and you add that to your run value.
So it's up to you what you want to do here.
Speaker 2: I think he'll be running.
Speaker 8: A little closer, definitely be making a run first, all.
Speaker 1: Right, So get anyone who's just going to do a
run and not a sprint, Well, wait, what's your turn?
Go ahead and give me an athletics test.
Speaker 2: Please get that athletics test done first. I'm also gonna
yell that I recognize that guy who's talking to Stiegler
the other day. I don't know who he is, but
you know, okay, should be able to trust him. And
is that a plus twenty according to the rules, here.
Speaker 1: Is what a plus twenty to run the athletics that's
if you're sprinting. I know it says running, but it's
supposed to say sprinting.
Speaker 2: And oh, I do think I recall you saying and
now that it's like a typo in there.
Speaker 8: Yeah.
Speaker 1: So again, if you do your walk speed, that's just
regular movement. If you do your run speed, that's double
your walk. But in this case you take an athletics test,
it's difficult terrain. And then if you sprint, that's giving
up your action to go even further. Basically make like
a double run. Okay, so you fail, so you are
not able to go further than just your your walk
speed right now, so you can go to four squares? Uh,
horse your turn.
Speaker 6: So get to move in an action. I was gonna
try to.
Speaker 7: H I guess first kicking a prayer of or of
blessing of tenacity to potentially remove a condition. Okay, they're
being fatigued for myself.
Speaker 1: Be casking on yourself.
Speaker 6: Yeah, I think I'll start with that.
Speaker 1: Okay, give me a prayer test please.
Speaker 6: Let's just click that right there. Yeah, let's see.
Speaker 1: Well, ah close, do you want to use a fortune point?
Speaker 6: Uh that brings me to minus one? Or is that
for reroll the I'll just a little bit for now.
Speaker 1: Okay, your prayer is not answered. Would you like to move?
Speaker 6: Yeah to run.
Speaker 1: O case you can move forward if you run, you
go eight, but taken an athletics test to run.
Speaker 6: See what happens there?
Speaker 8: Not great?
Speaker 1: Okay, So just your base move of four and you
can move diagonal. So okay. At eleven, other guy is
also running and he's not as bad, but he doesn't
get very far either. And then also at eleven is
the third guy that's the one that you recognized from earlier. Oh,
he botches that as well and also lands in the dirt. Richter.
You're up at eight.
Speaker 8: All right, I'm gonna attempt to make the run, okay.
Do you want me to do my athletics test first?
Speaker 1: Yeah? All right, And you guys can go through the
water here too. You don't have to stay on the land.
It's just you can tell it's water. It's not that
deep close, not quite so just four squares and then Bogahar.
You're next at eight as well.
Speaker 3: Yep, so oh wait, no, are I because I'm a dwarf?
Speaker 1: You are a dwarf? Yes, okay, I I don't know
if there was there a question there, I don't.
Speaker 3: Oh yeah, Like, why'd you say eight? I thought my
movement was six?
Speaker 1: Your initiative is eight?
Speaker 3: Oh, gotcha. Yeah, yeah, well anyway, minus one so.
Speaker 1: Okay, so you can just go your base uh three
for walking?
Speaker 8: Okay, so base.
Speaker 1: Three, so you move six, which is three spaces. And
then the creature which continues to follow these guys, it
has no such problems. And somebody rolled me a D
six D six Yeah see who he attacks?
Speaker 8: Actually, how do you? Oh yeah, you should do it
off your character? You not? Somebody did?
Speaker 1: There he ragne with a six. It goes after the
man on its right, which he is still standing. He
has not plopped into the ground, and it attacks and
it's gonna take ah to.
Speaker 6: Take a snap at him.
Speaker 1: With plus four. This guy's just gonna try to dodge
out of the way. Holy shit. Also plus four, so
it is a tie. The creature wins and he scores
a hit, which is just going to be do they
not give him damage? Come on, there we go? All right.
He does a little bit of damage to this guy,
almost knocks him off his feet, but he is still going. However,
the creature has another point of advantage. Ragny, you're up.
Speaker 5: So if I fail my athletics track, I could actually
move less than my.
Speaker 1: Normal right, that's if you're sprinting. Okay, I'm having you
guys take athletic tests. If you run because it's difficult terrain.
Speaker 5: Okay, yeah, Ragney will attempt to run because his legs
are stubby and he wants to get into Come.
Speaker 1: Do you want to sprint or just run?
Speaker 8: You sprint?
Speaker 1: If you sprint, you give up your action and you
make an athletics test at plus twenty and you add
that to your run.
Speaker 5: Move yeah, I'll do that, okay, plus twenty hingers, crossboys
and no.
Speaker 1: Okay, So you subtract the success levels from your.
Speaker 5: From my run distance?
Speaker 1: Correct, that's what it is.
Speaker 5: Okay, So run is normally twelve yards, it would be
down to nine, so just four squares.
Speaker 1: Will you add that extra to your total like if
you were running, So it's run plus whatever the extra
from your Uh, your.
Speaker 5: Sprint is right, and I got minus three success levels,
So wouldn't that produce it from twelve? Or do I
just do?
Speaker 1: No, you've you've got it, You've got it.
Speaker 5: Okay, two, four, six, eight, I will be over here,
okay already, And Ragney's sword is out.
Speaker 1: Okay, sounds good? All right, Well round two? Uh, this
guy gets up off the ground. And he's gonna attempt
to dodge away as the creature is hacking and slashing.
He fails, so the monster gets an attack of opportunity
on him, which is not going to be great. Oh,
a big hit on the big man. This guy actually
goes down from the hit. He was already wounded. And
you see that he gets flung into the mud like
off to the side as this thing strikes him and
kind of moves forward as he kind of steps over him.
You hear the man shout in pain as he crashes
into the mud. Arnolf, you're up.
Speaker 2: I'll be running again.
Speaker 1: Okay, there you go. Okay, you can do your full
run move this time, so you can go eight.
Speaker 2: Squares and I still have an action?
Speaker 8: Is it correct? Yes?
Speaker 1: Correct?
Speaker 2: Is taking out my sling going to be an action?
Or can I Hansler shoot?
Speaker 1: I assume you're taking that out last turn, so you can.
You can shoot the stern if you'd like. Remember to
target the creature and then roll your weapon.
Speaker 2: Attack is targeting? How do I do this?
Speaker 1: How's it done? Sean on your guy's side?
Speaker 2: Because I can't like right click the token or anything.
Speaker 5: Is a double lest a double right click doesn't get
like four orange arrows that point in towards the enemy token.
Speaker 2: Yeah, that works, and then to fire this weapon to
the sling.
Speaker 1: So you go to your combat tab. Uh, and then
you're gonna click on where it says sling and it
should automatically do everything else for you.
Speaker 2: There we go. I'm still in trappings, trying to do
it from there.
Speaker 1: Oh, a critical hit used to impress. I mean it's
only a sling. That's still pretty awesome. Uh. So you
definitely hit this thing and uh, and you just clear
this from it.
Speaker 8: So he brings the beast down.
Speaker 1: Boys, that is eleven points of damage. So let me
get out everyone's favorite calculator. Our listeners know how much
I love this fucking thing. And it was eleven damage, right,
not bad for a rock. Uh. And let's see does
this thing have any armor? Okay? All right, well you
strike it. It doesn't seem to do a whole lot.
I mean, you do hurt it. It clearly realizes it's
been hit, lets out a bit of a roar, and
it kind of like shakes its head. But most importantly
is it loses its advantage when you do that. And
then I see you rolled your critical wound there, so
bleeding hand, it gains a bleeding condition. That's pretty good, Like,
can I take this, put it on the charactrue there
we go. Okay, uh, well, suffering from this condition, make
a plus twenty decks test before taking any accident that
requires something being held in hand. That doesn't matter. However,
you do two extra wounds to it because of the
critical and it is now bleeding, which we it'll lose
one word wound every turn, so that's pretty legit. Arnolf,
give yourself a point of advantage because you scored a
hit there, and then we're onto horst.
Speaker 10: Uh.
Speaker 6: I guess I was gonna try the same.
Speaker 10: Remove my.
Speaker 7: Tea condition unless there's a certain amount of times I
could do this before Nan gets angry at me.
Speaker 1: You yeah, you you You can't keep spamming the same
spell the prayer over and over for sure, at least
I wouldn't recommend it.
Speaker 6: Okay, I'm gonna just try to sprint.
Speaker 1: Then, Okay, it out and you guys can move through
the trees. This is obviously a top down view, so
you know, as long as you're not moving through the
base of the tree like where the trunk would be.
But all these branches and stuff, you'd be running under
it because it's obviously tree, so you can move through
those as well. All right, you're gonna run sprint.
Speaker 6: I'm gonna sprint. I don't really have anything else to
do with actions.
Speaker 1: Then, alrighty, so go ahead and do that. Please give
us a good old What is it? Endurance plus twenty? Right?
Speaker 6: What do you say, athletics?
Speaker 1: Oh yeah, I'm sorry, athletics, You aren't correct.
Speaker 6: Hey, there we go.
Speaker 1: Okay, So that should be a nice chunk of movement
for you.
Speaker 6: So you add that to the run value.
Speaker 1: Correct, yep, I'm out there. So when you sprint, it's
your run movement plus success level. So because your movement
is eight your run is sixteen, you have two success levels.
Your run is eighteen. So basically you do a double movie.
Do you run your regular run for eighteen, then you
do another run? I'm sorry, you do your regular run
for sixteen and you do your sprint? Is another run
for eighteen?
Speaker 7: Oh okay, nobody follow that.
Speaker 1: So when you sprint, you basically run a second time,
but you give up your action to do it. You
make the test to see if you go further or
how much further?
Speaker 15: You get to sprint, so you do, even if you
blow a sprint, Yeah, and then like a shorter run.
Speaker 1: Sure exactly.
Speaker 6: All right, Well I'm gonna get up.
Speaker 1: In there, okay without fear. The Warrior priest charges right
up to the monster.
Speaker 8: Uh.
Speaker 1: This guy uh sees this happening, and I want to
make him take a cool test because he just saw
his friend get bashed into the ground. He passes, so
he decides to fight. He turns around and takes a
swing with his puny little hand axe, and he scores
a plus five. Why did he get such a big
bonus there? Let me just check.
Speaker 6: I just want to I don't know. Is he blanked
or something.
Speaker 1: Oh, he's got he's got ranks in melee basic, that's why.
And then he has a point of advantage and it
is a large target, so that is correct. It would
be versus seventy. Well, this thing, you know, doesn't really
attempt to dodge so much as just try to slap
its uh, this thing out of his hand. Oh and
it does with plus six. It gets a point of
advantage and the man loses his He shouts in terror,
as he was not expecting that the other guy who
you recognize, perhaps recognizes you as well. He decides to
book it and continues to run. He's gonna make a
dodge try to get away from the creature, which he
critically fails. He ends up face down in the dirt,
and the monster gets an attack of opportunity on him,
striking for fifteen damage. That is gonna hurt.
Speaker 8: Oh, this is like the t rex stomping on the
guy in dress.
Speaker 1: That is exactly what happens. This guy is also dropped
to zero, and it's more like the guy that wash
the lawyer that was hiding in the bathroom. This thing
charges forward with its head and just like head butts
him from behind, and the guy just goes flying forward
a couple yards and just comes to a complete splat
in the mud. Richter, you're up.
Speaker 8: Here, we go. We're gonna make a run for it
because I don't have any you know, anything I can throw,
So we'll try to make another athletics tests here minus ten.
That's an astounding failure.
Speaker 1: Okay, you just go your basic four then, and that's
gonna bring us over to Bogahar.
Speaker 3: Yep, I'll do athletics as well, all right, they plus one?
Speaker 1: All right, you can do your full run. Okay, run,
which is what twelve for a dwarf?
Speaker 3: Twelve so four?
Speaker 1: Every square is two?
Speaker 3: Oh so six?
Speaker 5: All right, okay, make some.
Speaker 1: Progress, catches up to the pack, and then we have
the monster. Of course, I think you got moved for
some reason.
Speaker 7: I realized a second ago that I should have sprint
up to one square away from him. Having a spear
is like with the reach. You want to be like
a tiny bit away. It doesn't matter. Now, I guess
if he moves up.
Speaker 1: Yeah, that's true, that's true. Okay, Well I'm gonna roll
to see who he attacks on a four or five
or six. It'll be the other man. It is uh
to your your look. Okay, so what you see is
this thing uh looks like it just kind of stares
in his direction and and you see, well, something strange happen.
Let's see what's gonna happen.
Speaker 10: Yeah, old lady was right.
Speaker 1: Okay, it gets plus six on his test. This guy
gets a negative five. To your horror, it has it
spends all its advantage to do this. But what happens
is you see this thing stares at him and its eyes,
which up close horse you can tell are kind of
covered in cataracts and milky, as if it might be
blind or blind ish, but it's obviously staring in his direction.
And you see that this guy cannot pull his gaze away,
and he screams as you see from his feet slowly
up to his head. He turns to solid stone, and
his scream is cut short as the last of his
flesh turns to rock, and all that is remaining is
a statue of this guy. Okay, Ragney, finish us off, please,
all right.
Speaker 5: So Ragney is going to attempt to run as well.
Speaker 1: Are you gonna sprint or run?
Speaker 5: He'll try to sprint, okay. And so the sprint is
that plus twenty yes, okay, nope.
Speaker 1: Okay, yeah, that's that's totally boted. So you can only
do your your regular movement right now. Unfortunately, well I'm sorry.
By regular, I mean you could still do your run movement,
you just can't get the extra sprint bonus. Okay, all right,
turn three, the creature takes another wound. It should actually
have one less. Sorry, it didn't do it best time,
I don't think, okay, And it is on that guy. Well,
that guy's actually these guys are all out of the fight.
I need to remove them from the combat. Heroes versus
Monster Arnolf. Your turn, buddy, It's.
Speaker 2: Gonna walk up a little closer shoot the beast again.
Speaker 1: Okay, make sure it's targeted and get it U thirteen
damage to the head. Ooh, and you have the pummeltrait,
which actually comes into play when you hit someone in
the head. So first of all, let me do his
damage here. So thirteen minus his armor and toughness. Okay. Again,
it's not the most amazing hit, however, it is better
than your first one, and get yourself another point of advantage.
And then he needs to make an opposed strength Okay,
so you make a strength test and it makes an
endurance test if you pass. If you win, it gains
a stunned condition and it doesn't have any ranks in
And that's just a straight up toughness test for him.
So go ahead and give me just roll your strength
value off the first page of your character sheet. Ooh,
it's pretty fucking good. It fails, Arnulf w Monster Slayer.
The hero gets a stunned condition on this guy. Well done.
So while he is stunned, he cannot take an action
and he has to test every round to get rid
of that. Otherwise he stays stunned. And while he is stunned,
you guys get plus one advantage when you attack him.
And he's at minus ten to all of his tests.
So that is super helpful. Arnolf, really really well done.
Speaker 5: It gets up.
Speaker 1: All right, Horst. You see your friend Arnulf as always
accurate with that sling, and you can tell he dazes
this thing when he clunks it in the head.
Speaker 6: All right, well, I'm gonna give it a book with
his spear.
Speaker 8: Okay, that does, go for it.
Speaker 6: Wait, so we've got the let's see, is there a
little summary here? Do I need to add ten?
Speaker 2: For it?
Speaker 1: Should automatically do it as long as you have as
long as you have him targeted check the weapon reach
will not come into play here because this thing is
so big. But you'll get plus ten because it's a
large creature, and any advantage that.
Speaker 6: You may have, I won't see what it says if
I well, I'm not that that matters.
Speaker 1: Okay, Well it isn't a post test and he's at
minus ten because he is stunned. Oh, I'm sorry. You
should have given yourself a point of advantage because he's
stunned so that you'd actually be rolling out of fifty,
so you're only at minus four. He gets minus two,
so it does still block, so it gains a point
of advantage. You lose your advantage, and then we are
onto Richter rictor. To your surprise, it seems like your
friends are actually winning the fight right now.
Speaker 8: Yeah, and I'm way out of combat here. Let's see,
I'm gonna have to make a run for it again.
I mean, I gotta get this fucking athletic test for me.
Speaker 1: Are you running or sprinting?
Speaker 8: Well, run six and a sprint is eight or runs four?
Speaker 1: Well, your your movement is four as a human, so
your your movement value is four, which means your walk
is double that, which is eight. Your run is double that,
which is sixteen. And if you sprint, you could potentially
do two runs. Basically that's what sprinting lets you do.
Speaker 8: I see, I will run.
Speaker 1: Okay, then just give me an athletics test.
Speaker 8: I still cannot pass this thing, so.
Speaker 1: You only go your basic four squares? All right, Well,
you are almost there, Bogahar. You're at the back of
a trail at this point, running or sprinting.
Speaker 2: How far away a mine?
Speaker 4: Mean, I'm gonna try running, Okay, go for it. So
what is that just straight athletics?
Speaker 2: Yes, okay, oh there you go.
Speaker 1: Success you may uh, you may do your full run
move and I'll let you move an additional two squares
with the critical okay, okid.
Speaker 3: Or sicks seven.
Speaker 1: Hey, okay, so you can charge if you'd like, give
yourself advantage.
Speaker 8: I will, all right.
Speaker 1: You Bogahar just turns the game pedal to the metal
and just goes flying past you. Clearly dangerous over short.
Speaker 3: Distances plus plus one.
Speaker 1: Okay. It attempts to block, it gets minus three eleven
damage to the critter.
Speaker 16: Not bad, it has some armor. Okay, well you are
chipping away. Give yourself another point of advantage.
Speaker 1: More importantly, it loses its advantage and uh yeah, let's
add a bit of a like a yelp. When you
hit it really felt that it is the creature's turn.
It's going to attack back, though. Now this because this
guy is larger than you. If you try to block
it is minus two success levels because he's larger than you,
or you can attempt to dodge. So what's it gonna be?
Speaker 3: What is going after me?
Speaker 8: Oh?
Speaker 4: Yeah, well you're doing okay, let me do do do
do do.
Speaker 3: Oh yeah, I'll have.
Speaker 9: To do the negative twenty.
Speaker 1: Okay, Well here it comes okay with negative zero.
Speaker 4: Okay, okay, can you beat that? Oh it's factoring in
a bunch of negatives, so.
Speaker 5: It should Yeah, it should all be straight up, Chris,
isn't it stunned?
Speaker 1: Oh you're right. Oh well hold on, let me make
it five. Let me make its endurance test here, because
if it passes, then it is not stunned. It fails,
it is still stunned.
Speaker 8: Yeah.
Speaker 1: And this is because this thing is Oh you don't
want to know what happens if it hits you put it?
Oh no, because it's even bigger than an ogre. So yeah,
rag me.
Speaker 5: Yeah, see how fart like two, three, four or five?
I am within my run. But if I don't pass,
I can't attack.
Speaker 1: Well, then you better pass.
Speaker 5: Yeah, I guess. So what's the uh? I move within
my my walk? Is there a minimum I have to
move for a charge?
Speaker 1: Yeah, let me check. I've got the page pulled up
right here. The opponent must be at least your move
characteristic away, okay, in ten yards, So it has to
be at least three yards away. So needs to be
a square away.
Speaker 5: Yeah, okay, yeah, easy, all right boys, all right, athletics check.
We're gonna do this like a king.
Speaker 1: No man, I saw the sixteen. Do you want to
use a fortune point?
Speaker 8: I'm out.
Speaker 5: Uh so I'll just move my four yep or six
two or six.
Speaker 7: Okay almost next.
Speaker 1: End of round, creature loses another wound from bleeding. We're
up to Arnulf.
Speaker 2: So if I shoot again, are like Ragny and Bogahar
at risk getn't hit?
Speaker 1: Only Bogohar would be because he's in combat. What happens,
he can do one of two things. If you just
take the shot without any negatives, there's a chance you
can hit Bogahar. However, in this game, you can give
up your movement to aim, which gives you plus twenty,
and the negative for shooting into combat if you want
to avoid hitting your allies is minus twenty. So if
you aim, you can shoot without penalty and you won't
risk hitting Bogahar, or you can shoot and disregard the
negative twenty and there's a chance you could hit him.
Speaker 2: It's a tough choice. I think I'll aim this time around.
Speaker 1: Okay, so just roll straight up. Then it shouldn't do
any uh what I got there?
Speaker 8: Oh?
Speaker 1: Plus Oh my, look at this one hundred and sixteen.
Holy shit, Well give yourself another point of advantage as
you just pummel this poor geriatric monster.
Speaker 2: Kind of feeling bad, you should you should.
Speaker 1: Do terrible terrible people. Right, Yeah, a big scary monster
is not looking so big and scary right now. He's
really hurt.
Speaker 2: Horse fatis like automatically uh like calculated in right it
should be Yeah, okay.
Speaker 1: But you've got advantage. You've got really close range and
it's plus ten because it's large target. So that looks
like it's probably right.
Speaker 6: Kind of means that I'm gonna try to have a
him again.
Speaker 1: Let's see minus four. Well, remember it's an opposed test
and he's a negative tis he's stunned. Okay, well he
has plus zero. Oh no, brilliant critical failure. Please roll
the critical fumble there, Horse. Your mainly weapon jars badly
or ranged weapon malfunctions are slightly breaks. Your weapon suffers
one point of damage, and next round you act last,
regardless of initiative order. So mark that off somewhere on
your character sheet there, Matt. If your weapon takes enough
damage it can actually become broken, and when it is damaged,
it does one less point of damage for every point
of damage it takes. Basically, think of the base damage
of your weapon as it's wounds, and if you ever
if that ever reaches zero, the weapon is broken and
you have to get it repaired to actually be able
to use it.
Speaker 6: Okay, it looks like you can right click to the
damage and that Oh perfect?
Speaker 1: Yeah, so yeah, weapon is it's strength bonus plus fours
basically has four wounds, so right now it's like doing
strength bonus plus three instead of plus four. And it defends,
so it gains advantage and we're onto Richter about to
get there when the fight's about to end.
Speaker 8: Yeah.
Speaker 1: Well, on the plus side, you don't need to make
any tests because you're within range to reach it.
Speaker 8: So okay, so I would like to move attack?
Speaker 1: Yes, okay, so you can give yourself a point of
advantage and then make your attack.
Speaker 8: Uh combat, Sorry, let me add the advantage that is
which one of those is it?
Speaker 1: It's on your combat tab at the very top.
Speaker 8: Oh is it on combat? All? Right? There we go.
Speaker 1: Are you guys able to write click your token and
add it that way to sean advantage.
Speaker 8: Yeah, I have advantage one. Do I add a difficulty
modifier onto it?
Speaker 9: Or no?
Speaker 1: No's I'll tell you if there's any. Normally, it's always
zero unless I tell you otherwise. Okay, just be sure
next time you target the monster so that it it'll
do it. Well, let's do this. Let's have you rea
role because I want you to learn how to do this.
So make sure the monster's targeted and then make your
attack roll.
Speaker 8: Okay, So making sure that I actually target it?
Speaker 1: Yeah, how do I bubble right click on it?
Speaker 8: Okay? See that? All right? Got it? And then roll
the dagger.
Speaker 1: Yeah, because then it'll pop up on the character sheet
for the monster, and when I make my defensive roll,
it'll calculate everything for us US. Okay.
Speaker 8: Three.
Speaker 1: Okay, do you have any fortune points? Richter?
Speaker 8: I mean yes, I have two fortune points?
Speaker 1: Okay, why don't we say you used a fortune point
there to reroll your attack?
Speaker 8: Okay, redo this?
Speaker 1: Okay, fair enough? Well it rolled really well too. It
actually ties you with both at plus four. Uh. In
this case the tie it goes to whoever has the
higher stat So what is your weapon skill?
Speaker 8: My weapon skill is thirty.
Speaker 1: One Okay, this thing has a lot.
Speaker 8: Isn't he stunned? Or no, he's bleeding.
Speaker 1: Never mind, he's stunned as well.
Speaker 8: I forgot to add the plus to that.
Speaker 1: Plus ten for.
Speaker 8: What don't you don't you get an advantage for hitting him?
Speaker 1: Oh, you're right, yes, so you should be a two advantage,
which means you would win the fight. Yeah, so that's good. No,
that's good, that's good. We want we want you guys
to figure that out. So you would have plus five,
he has plus four.
Speaker 8: You win.
Speaker 1: You would do ten damage, which is not a whole
lot to him, but it's chipping away and he is
slowing down. Give yourself. You should be at three advantage
now because you got one for charging one for attacking
a stunned guy, and then you beat him in the test.
So when you win in a test, at a post test,
you get another point of advantage. Your capped at three.
That's sigh, as it goes, or as high as we counted,
I should say, and he loses his easily point of advantage.
He had Bogahar. All the piling on seems to be working.
Wonders against this thing. It just is so slow to react.
It can't really do anything.
Speaker 3: Would it tell me? Okay, yeah, here we go. Okay,
that's a plus seven.
Speaker 1: My goodness, critic, Okay, you do eighteen damage. It's you're
gonna feel that in the morning. Holy goodness, sigmaar.
Speaker 2: I noticed your mace has a little name there.
Speaker 1: Yeah, oh it does, funker.
Speaker 8: Uh.
Speaker 1: You smash this thing right in the leg and it
like recoils in pain and its fumble is you catch
part of your anatomy and take a point of damage. Okay,
uh yeah, he roars, and at that, he attempts to
get out of his stun lock. Here, you guys are
so lucky at that krit stunn He passed, he passes,
He finally passes that. However, when you get rid of stunned,
you gain a fatigue condition.
Speaker 11: Oh so he's in the club, right, we're all fucking fatigued.
Speaker 3: Yeah, we're all tired. Fucker all right.
Speaker 1: He does take a swipe at you more out of desperation,
because it's it's it's you know, not happy minus five. Okay,
it seems pretty good.
Speaker 3: I mean, hot, damn does outnumbering even counting.
Speaker 1: This out numbering is only when you're attacking.
Speaker 3: Okay, yeah, defense, Okay, just checking damn.
Speaker 1: So okay, so it tries to like bite down on
you and you just wave your your weapon in its
face and it backs off, and at that point it
actually does use its movement to run away. So the
two of you that are in combat mm hmm, you
guys will get a tax of opportunity here. So in Warhammer,
a tax of opportunity are brutal. When somebody flees, you
get a free attack against them, which they cannot attempt
to block or dodge. You get an automatic point of advantage,
and you get plus twenty to hit them, so both
of you can make attacks. Just be sure you add
another plus twenty so you can do this as a
as an easy test and everything else should be automatically.
You're both already have three advantage.
Speaker 3: Anyway, So yeah, cap okay.
Speaker 1: I guess horse you could make this attack as well
because it is engaged with you, because you have the
weaponry here. Nice, you have a spear.
Speaker 2: Which I believe it's as good as a good uh.
Speaker 1: Boys damage. Okay, that's a grit. Oh my goodness, roll
the crip please?
Speaker 3: Is that at minus twenty?
Speaker 1: No, we're not remember we're not doing minus twenty anymore.
That was my rule because I didn't know how to
play the game play in real Warhammer. Now, oh boy,
smashed mouth. Your mouth is suddenly filled with broken teeth
and blood. Gained two bleeding conditions and lose d ten teeth.
I lost ten teeth. Oh my god. It takes four
more wounds and it now has three bleeding conditions.
Speaker 9: That's why they call it the thunker.
Speaker 1: Oh ship, do you have pumble on that? Does a
mace have pummel?
Speaker 2: Look like teeth?
Speaker 1: Let me look a mace has and unbalanced look on
the weapon chart on your player aids.
Speaker 3: Okay, yeah, it's not on my sheet.
Speaker 1: Oh that's because the mate that's we have to.
Speaker 5: Manually have to add it.
Speaker 3: Yes, Oh gotcha.
Speaker 1: Okay, let me let me add that really quick for
you here.
Speaker 5: Well, damn son, So it.
Speaker 1: Has pummel and unbalanced we have to add as a
special note because that's not in the game yet.
Speaker 9: Unbalanced. What can't hold it?
Speaker 8: Right? What?
Speaker 2: I think I need that for my AX as well.
The unbalanced?
Speaker 5: Yeah, I took I have an AX, so I took
down notes. I think it's minus one success level when
you defend with it.
Speaker 1: I'm just gonna copy it right from your character set.
Speaker 8: Okay, I'll let.
Speaker 3: You makes sense people helping people.
Speaker 1: Okay, So here's for thunker. Okay, So Kyle, if you
open up your mace now and your trappings, you'll see
it shows under special unbalanced, so that one we just
have to read it, won't like automatically calculate it. And
then I don't know if you have something as well.
Speaker 2: That's it yeah in my hand?
Speaker 3: Yeah, okay, is there a way to like set the
weapon up for that?
Speaker 10: It?
Speaker 3: Like, do we already do that? Or do I have
to manually do that each time?
Speaker 1: I know it's it's set up now, well, you'll have
to just calculate it yourself. But when you make the
role that that text will show up so we'll get
reminded it's already on your axe. Arn't know if if
you left to click on the axe and your trappings,
it'll open up the drop down menu and you'll see
it has the extra stuff there. So wow, okay, strength,
What did you guys get a horse? Horse? Okay? And Richter,
you're a tax opportunity. I don't think you rolled yet?
Speaker 4: No I did, Okay, since I got the pummel thing,
do we do the opposed test.
Speaker 1: Oh, you're right, yeah, I'm sorry. That's the whole reason
we did that, wasn't it. Okay, strength strength versus toughness.
Speaker 5: I hit him, okay, and they got like three bleeding conditions.
Speaker 1: Right up or seven damage, which it's it's not a
lot because of how tough this thing is, but you
do still hit it, Richter and you do a little
bit of damage. It does manage to run, well, it's
attempting to run at least. It's not very fast basically,
it's it's in the corner of the map at this point.
But then at the end of the turn, which well
it's Ragney's turn first, so.
Speaker 5: Not very fast. Man, it's just further out of my reach.
Speaker 1: I know, but it is. It is retreating from you guys.
It is terrified obviously.
Speaker 5: Yeah, I mean they did some big damage. I guess
Ragney will chase it with a sprint.
Speaker 9: Don't come back.
Speaker 5: Oh that should have been a plus twenty. I still
fail mineus back its okay.
Speaker 1: At the end of the turn, the creature takes three
more wounds, and you guys can see it is slowing
down as it is running. Do you guys pursue it
or do you let it escape?
Speaker 8: Sure?
Speaker 1: Will Okay, Well, there's no need to drag this out in anymore.
It's it's down to eleven wounds and it well, it's
not going very fast. So what happens is between all
the broken teeth and bleeding conditions, even if you guys
don't catch it, it'll just probably bleed out and die.
So you guys eventually catch up to it. It just
cannot keep running. It's losing a lot of blood. Its
energy and staminas quickly draining. And eventually you guys are
able to catch up to this thing, and with a
few more strikes and well placed blows, you hack it
and it crashes to the ground in a big splash
of mud and dirt, and it it very like. It
lands on its side. It weekly raises its head and
tries to roar, and it just kind of just thuds
with one final shudder into the ground. Congratulations, you have
slain the beast of the chlam.
Speaker 2: Oh, let's go.
Speaker 1: You kicked its ass more than my group when we
thought this thing.
Speaker 5: Yeah, that's stunt condition at the very beginning.
Speaker 1: Lucky, Lucky, that was because you have the pummel quality
on your sling, and if you hit somebody in the
head with there's a chance they get and even one
stunt condition, as you can see, can fuck you up,
and you can get multiple stunt conditions.
Speaker 5: Yeah and he he.
Speaker 3: We had two instances of pamel.
Speaker 8: Yeah.
Speaker 1: Nuts. Well, let this be a lesson listeners, it's good
to plan out your gear and take something other than
just us regular hand weapon because there's some crafty shit
in this game. Well, with that, the battle comes to
a close. Now as you guys kind of look over
what's going on here. The large man, the fat guy
is dead. He has been crushed and stepped on into
the dirt. There's like an imprint of him in the mud.
Oh body, the other one that you guys recognize, He
is still breathing, but he looks like he is on
death's door. And then the one that was actually turned
to fight him with like the farmer's hat, he has
been turned to stowe. Uh, what you guys would like
to do?
Speaker 6: Have some healing skills, So I'm going to try to
administer or.
Speaker 8: State to the guy.
Speaker 5: I would like to assist.
Speaker 1: Did anybody get hit by the creature?
Speaker 10: No?
Speaker 1: No, I should say, did any of you get hit
by the creature.
Speaker 5: No, no, all right, I'm just checking.
Speaker 8: We we just uh just up, yeah, stopped him. That
just what just guess.
Speaker 1: All right? Yeah, if he was so alive, he would
have to take infection tests here because you guys got
a couple of krits on it.
Speaker 7: But he did no matter.
Speaker 17: Yeah, I can't be infected it you're dead, So I
just I just want to pull back the curtain a
little bit here because it's enormous.
Speaker 1: It's even bigger than an ogre troll. It multiplies its
damage by two against you guys because you're fuck yeah,
it doesn't it doesn't do a lot of damage base,
but still it uh yeah.
Speaker 5: Guys like offensive, there's a bad defensive role.
Speaker 1: I think it's it's hit was going to do about
seventeen damage to you, Bogahar. I think for the doubling
because the role was so bad until until we've remembered
it was stunned.
Speaker 5: So yeah, yeah but no.
Speaker 1: Yeah, all right, Well what do you guys do You've
got a dead creature and a dying man.
Speaker 8: I think prayer.
Speaker 7: Try, Actually, maybe I should should do prayer first, and then.
Speaker 1: Well, what tell me, what do you want to do? Uh?
Speaker 7: If I could try to remove my fatigue condition before
you and this guy really quick.
Speaker 6: That would be an idea, But.
Speaker 1: Well you can't. You can't do the same blessing that
you've already tried in Okay, and okay, do you have
any other blessings that might help.
Speaker 6: H thank as much for this one.
Speaker 7: Unless let's see what we got. Toughness will power heal?
His int doesn't really look like it. I can just
try to to heal him unless his toughness comes into play.
If I made him slightly more tough for six rounds,
I don't think so, I'll just heal.
Speaker 1: Okay, does anybody else have the heel skill? And if
they do, do they want to assist? You need to
have at least one rank in it? And if you assist,
he gets plus ten to his role. Can't sorry that?
So Ragne, you have it? Does anybody else or just
you and Horse?
Speaker 2: I do not?
Speaker 5: I guess, all right?
Speaker 1: Just candles?
Speaker 5: Yeah?
Speaker 1: Okay, so Horse, give yourself plus ten make a heal
tests so there you go, no more fatigue. Oh that
should do it, all right. So the way healing works
if you're trying to heal wounds is if you pass
the target gets a number of wounds back equal to
your success levels plus your intelligence bonus. So what is
your intelligence bonus? I'm assuming it's a four basically.
Speaker 6: I think it's just three.
Speaker 1: That's right, because you probably have some Yeah, that's right. Okay,
So it's a three. So he would get back five wounds,
which is enough to get him from the zero and conscious.
Speaker 8: Uh.
Speaker 1: He starts to moan, kind of grab the back of
his head and just oh, and he's definitely alive. You
have saved him from death. He kind of turns and
looks at you. He's obviously very groggy and uh, looks
at you very confused.
Speaker 6: Well, what are you doing out here?
Speaker 1: He takes a look over at the creature, and he's
kind of shakes his head a bit. He's like, we
was just uh, we was out here, uh fishing, and
that that thing, that thing showed up attacked us, just
came out of nowhere. It's like we were we were
eel fishing.
Speaker 7: Was the stuff that they threw down a little earlier,
just sacks of eels.
Speaker 6: That from where.
Speaker 1: My well, you you couldn't from when they threw it down,
but you could certainly go find the stuff if you'd
like they dropped it somewhere over here.
Speaker 18: Ish, I mean, I'm not gonna shake them up now
or just Okayney will go check Regne doesn't plead this guy.
Speaker 1: Okay, Well, Ragney, it's not hard to find the stuff
that they threw down. It's it's all there. And you
do see some things that you would assume would be
used for trapping or catching things. Now you're no fisherman,
and you certainly aren't an eel fisherman, so you don't
know exactly you know what that might entail, but you
do see like some little trap or things that are
in the dirt as well. So you see there are
two large packs and three wooden staffs on the ground
or staves, And when you investigate these, you see that
each of these the poles have this weird arrangement of
strings and segments of wood tied to the ends, and
doesn't look like any sort of trap that you've ever seen.
Give me an intuition test at plus forty okay, intuitions, Yeah,
anybody who's looking at the traps can give me an
intuition at plus forty.
Speaker 5: Minus three E.
Speaker 1: Like all of us, if you're actively investigating, you guys
see Ragny pick some stuff up and starts looking through
their stuff.
Speaker 5: There we go, Rick, there show us dwarves how it's done.
Speaker 8: I tell you, by eyesight is odd point.
Speaker 5: Today all the hwans are doing great.
Speaker 1: The I stuff U bogahart intuition not intelligence into a
skill boos with a critical failure.
Speaker 8: And those dwarves.
Speaker 1: Arnolf's like, dude, this guy's innocent. We should make him
the next emperor.
Speaker 8: Great dang.
Speaker 3: Okay, well you don't.
Speaker 1: Reroll, you still roll the fifty eight.
Speaker 2: I'm just.
Speaker 1: Come, I don't try to get one past me, buddy,
That's how you get killed. But bro, that's how dwarves die.
I just want to Oh the beast is and reinvigorator
with one final death throw. Okay, so Richter you passed,
and so did a Horset with a tube.
Speaker 8: Wow.
Speaker 1: Yeah, I don't know if you're convinced, like, yeah, this
guy's obviously eel trapping. That makes total sense. Who wouldn't
do that in this swamp? But Ragney you and I'm
sorry Richter, you and Horst walk over to Ragney and
you start messing with this thing. And Horst you're a fisherman,
so you know Some of the gear they have is
obviously for wrapping heels. But this thing Ragney is holding,
you very quickly figure out that when you pull one
of these little like levers in the the ropes kind
of go taut. It points a bunch of these wooden
planks and it makes very obviously the shape of a
three toed foot.
Speaker 8: What does that mean to us?
Speaker 5: Means they were faking footprints.
Speaker 8: Uh Jesus Christ.
Speaker 5: Ragney doesn't know that.
Speaker 8: But I think I know what attempting to draw people here.
Speaker 2: I think Steegler paid this guy to go fake an
attack on Rutger, get him out of the picture for
some reason.
Speaker 5: Yeah, I mean Rutger's dead.
Speaker 1: But a perception test while you're talking, oh who was everybody? Everybody?
Speaker 5: And he pluses nope, straight.
Speaker 1: Up, straight up, no man worse. Okay, well all of
you except Bogahar and Richter, even those of you that failed.
Speaker 8: Uh.
Speaker 1: You notice as you're arguing and talking about things that
this guy has started to like creep away and he's
trying to sneak off, and he steps on a branch
and it's like a gunshot going off because it's so loud,
and everybody the three of you. Hear it in turn,
and he's like standing ready to sprint, and he looks
over his shoulder when he steps on the branch, and
there's this awkward moment where everybody looks at each other,
like you know that he's trying to run away, and
he knows that the jig is up, and he starts running.
Speaker 5: Okay again, I guess we'll chase him for.
Speaker 6: All I've done for.
Speaker 7: Him fishing gear from the dead.
Speaker 1: Guys, all right, who is everybody chasing him?
Speaker 6: Yeah, we need to chase him and probably get back
to town.
Speaker 2: Yeah, gotta at some point just in case.
Speaker 1: But well, everybody give me an athletics test. He does
not have much of a lead on you guys, So
we're gonna do a chase here. But he's probably not.
I don't expect him to get ur.
Speaker 3: Oh see.
Speaker 1: You splash face first into the mud as you trip
over one of the uh the footprint mechanisms. Moga har
is exhausted. He's like basically slow jogging. He's so slow right.
Speaker 3: Now, he's pretty I spent all that cracking.
Speaker 1: He's uh he's like, oh no, we got to catch
the guy. He's getting away. Uh. But Richter you aren't
able to catch up to this guy, and uh what
do you do? You're like you're like within inches of him.
Speaker 8: Yeah, I tackle him.
Speaker 1: Okay, give me a melee brawl. If you did not
have that, simply make a weapon skill test, all right,
and you can give yourself uh plus ten here because
you beat him in the chase and you're attacking him
from behind.
Speaker 8: Essentially weapons weapon skilled test. You just want me to
roll against my weapon.
Speaker 1: Or your weapon skill stat if you don't have melee brawl?
All right?
Speaker 8: Sorry, why is that? There we go and you said
plus ten, Yes, I'll have his average plus twenty.
Speaker 1: So you put put plus put ten in the modifier
box on the top left it. He got it?
Speaker 2: Cool?
Speaker 5: There we go?
Speaker 8: Yeah, yeah, yeah, yeah, not.
Speaker 1: Have melee brawl either. So he's just doing a straight
up test here minus too.
Speaker 8: Okay, bitch.
Speaker 1: And so yeah, body, you tackle him right from behind,
perfect tackle, shoulder right into the small of his back.
He crashes down face first with an oomph and a splash.
You get mud and dirt all over the place. But
this guy is down and he like tries to roll
himself over onto his back and he's like putting his
hands up like he gives up.
Speaker 8: Yeah, and I fucking put that dagger into his throat.
Speaker 1: It's like, oh, well right, all right, all right, I
didn't mean anything by it. He's like Steegler. She she
she hired us man. She she wanted us to get
rid of a Rutger. It's just business. There's nothing personal.
Speaker 8: Why.
Speaker 1: I just want you to get rid of him because
because he's messing everything up, he's spending all of her money.
He you know, making decisions without her knowing, and and
she just she wanted him out of a picture.
Speaker 8: They both have the keys, so wouldn't they have had
to make these decisions together.
Speaker 1: Yeah, but he's been he's been, you know, he's been
promising stuff and and you know he's spending money here
and there and promising people. Yeah. I heard he promised
you guys some stuff and he never he never uh
okayed it with Stiegler. You know, all the money's just
getting burned away, and you saw the place that's falling apart.
We're not going to finish that.
Speaker 5: How did you guys come to this agreement?
Speaker 8: Well?
Speaker 1: She, uh, you know, she just she offered us some
money to take care of him.
Speaker 8: You draw him into the swamps here and almost get
all of your all of you killed.
Speaker 1: Uh he looks at you, He's like, uh, yeah, yeah,
we brought him out here, and that's that's how he died.
He followed us, so he got killed by the beast.
Speaker 8: Will you all of us died by the beast?
Speaker 5: Hold on, you're saying he died by the beast and
then somehow his body ended up back at camp. Yeah,
that's yeah, really what you're saying.
Speaker 1: I mean, I mean he said it so yeah, and
he points to Richter.
Speaker 2: Ah, I was gonna face pall.
Speaker 19: At this point, I'm confused. Good bye, Boddy. Who brought
the body back?
Speaker 2: I think he did it over there.
Speaker 11: Yeah, pretty, I'm pretty sure that the thing.
Speaker 1: Did you know? He bit off his arm and then
he didn't want the rest, so he put it back
at the camp.
Speaker 5: Oh how did you know he was missing his arm?
Speaker 1: Because remember we lured him out here and we saw
him meet his arm.
Speaker 5: Oh yeah, yeah, you.
Speaker 2: Know, guys, there's a some gold coins. Did you bring
the back the head of the one that did this?
He's looking at this guy that's.
Speaker 15: Dark, dark shit the Yeah, I mean he could bring
bring the rest of them too.
Speaker 6: You don't necessarily.
Speaker 1: H He gulps when you like suggest decapitating.
Speaker 5: Unless we have a reason not to kill him at
this point, doesn't seem like we you.
Speaker 2: Maybe he voluntarily comes back with us.
Speaker 1: He's like, I'm not going anywhere I'll go. I won't
I won't put him a fight.
Speaker 8: All right, there's some rope we got around here that
we can tie this guy up.
Speaker 1: Yeah, yeah, all right. Between all their gear, there's probably
a few things you could use.
Speaker 2: Sure. Yeah, they're a fishing line, yeah, because they were
eel fishing.
Speaker 1: All right, Well, you're gonna take him back? What else
are you guys gonna do?
Speaker 5: I would still like to ask a couple questions.
Speaker 1: Oh, we can assume you guys question him on the
way back, unless there's anything else you want to do.
Speaker 2: Here are we worring about? Like the beast that we
killed leave into there.
Speaker 5: I mean, we should probably bring its head in case
she doesn't, you know, want to pay us for this
guy's head.
Speaker 10: Don't I think that will necessarily?
Speaker 7: I feel like we should get back to camp and
we can come back for corpse parts later.
Speaker 5: If that's really it shall be surprised that we survived.
Speaker 2: Oh yeah, she'll be surprised to see us.
Speaker 5: So Ragney would ask this person whose name I do
not know, Oh this guy, No, no, this guy, this
this human. Did she plan on having us killed two
by this creature? Is that what she sent us out here?
Speaker 1: Oh? So I don't know about that.
Speaker 5: I guess let's go back then.
Speaker 1: Okay, He meekly nods his head. All right, so you
take him back to camp? Is that correct?
Speaker 8: Yeah?
Speaker 5: I think so. I think there's anything else we want
to do.
Speaker 1: Okay, well, back at camp. It takes you guys a
little while, but eventually you guys get back with him
in tow and it seems that you guys weren't gone
that long. It seems like there's still a wagon or
two here of the Stragani. You recognize Reiko's wagon is
still here. And as you get back, what do you do.
Speaker 5: Those initial footprints we found, those three prong footprints, three
finger towed footprints. Were they as flat as the fake
ones Arnold found in the beginning?
Speaker 8: Yeah? Yeah.
Speaker 1: When you take one of those devices and like put
it near one of the footprints, it's a perfect fit.
Speaker 8: Right.
Speaker 1: Actually, I apologize I misspoke. The all of the Stragani
are gone at this point, it looks like only Stegler's
wagon is still here.
Speaker 5: But I'm sorry, his fill room still there.
Speaker 1: You can't tell. I mean, his tent is still there,
but you don't know if he's inside it or not.
You don't see him.
Speaker 6: I think we should check out his tent first.
Speaker 5: Yeah, I think we should talk to him first.
Speaker 2: It sounds good.
Speaker 5: Drag this bottom feet are there too.
Speaker 1: Okay, Well, what you see when you get to Philgrim's
tent is that it is empty and he has clearly left. However, uh,
you do see there is a small pouch and there
is a single piece of paper on there, and it's
got a dwarf room inscribed on it, not like not
like a magic room, but it's like like like a
dwarf rune in a signature.
Speaker 6: Yeah, danger, do not touch, do we just do?
Speaker 5: We understand that that's like his signature?
Speaker 1: Well, what's you two? The two dwarves? You recognize? It
basically is like a symbol for terminology, like uh, like
brother or brethren, something to that nature.
Speaker 5: Pick up the pouch, see what's in it.
Speaker 1: It rattles with coins and inside you see the amount
of silver that you were owed for taking down the stones.
So there is seven seven shillings for each of you. Right,
there's nothing else written on the note.
Speaker 5: Wonderful. Yeah, I'll take my seven and toss the bag
to Richter.
Speaker 8: All right, so you may take my seven you've got
onto the other one.
Speaker 1: You may all take seven shillings. What's next?
Speaker 5: Let's go talk to the woman who hired us to
find the head. All right, Deepler's wagon.
Speaker 1: I guess when you guys get up to the wagon,
you can hear audible sobbing coming from inside.
Speaker 5: Oh boy, what do you do?
Speaker 8: Uh? Aggressively open the door?
Speaker 1: It's locked?
Speaker 8: Ah, then I'm gonna try to.
Speaker 1: Kick it, damp. Okay, give me a strength test, please fucking.
Speaker 8: Around here, we just always lost our lives. Guys.
Speaker 1: Strength that's fair. Yep, all right, please roll critical fumble
that would be too hilarious.
Speaker 5: Eighters, No, no, just straight up.
Speaker 8: That's that's failure. Cool.
Speaker 1: You kick it and it is way stronger than you're expecting.
It doesn't really budge, I mean it rattles and she
uh you can hear She stops crying for a moment,
as she's obviously startled, But the door does not go down.
Speaker 8: Open the door.
Speaker 1: There's a few moments of silence, and then you can
hear the uh, the door unlocking, and she very meekly
opens it up. You can see that she has clearly
been crying. Her eyes are red, some of her makeup
is run down her cheeks.
Speaker 8: What's your problem? What are you crying about?
Speaker 1: She uh? She looks a little befuddled, and she says,
it's everything's just falling apart, all the all the Straghania
have left, and and and the the dwarf took off
with all the money. And I've I'm ruined, everything's gone.
Speaker 8: What do you mean the dwarf took off with all
the money, he.
Speaker 1: Took the chest, took the pay chest, that Broughten scoundrel.
Speaker 8: Oh you don't you have the keys? Yes, all right,
I'm gonna I'm gonna call over the rest of the
group along with our prisoner.
Speaker 1: That we have okay, and h.
Speaker 8: I'd say that I think outside of all that, you
have some explaining to do. Uh.
Speaker 1: She turns white when she sees Hans, and she obviously
looks like she's completely caught in a lie.
Speaker 2: Oh see, you two have met before, needed.
Speaker 1: With very little resistance. Steekler just breaks down again, crying
and sobbing and basically explaining that, you know, she didn't
have any choice. She's like, I I admitted, I've paid them.
I've paid them to take to get rid of Rutger.
He was ruining everything. He was making all these terrible decisions,
and so much money has been wasted and so much time.
We've made no progress. This whole project is ruined. And
I didn't It's not something I normally do. It's just
this place. I haven't slept in the dreams.
Speaker 9: And I just but I did it.
Speaker 1: I did it, and she just starts sobbing.
Speaker 2: So here's the thing, this lady said she doesn't actually
have the money anymore. So what exactly are we planning
to do here?
Speaker 8: Well?
Speaker 5: Hold on, hold on, she said, he took the chest.
If I recall, she was wagging that bag of money
how us when she left.
Speaker 8: Mm hmmm mm hmm.
Speaker 2: I think some compensation is due.
Speaker 5: Yeah, and I will be taking that candle back.
Speaker 9: I don't care what you think of it. How about that?
Speaker 1: She doesn't really say anything to Bogahar, but to the slayer.
When you say you're owed some compensation, she between sobs
sniffles and nods her head in agreement, and she actually
reaches for her belt and she produces the the bag
and she says, I, I know, I I It's the
least I can do, and you can. You can have it.
You can have the gold, and she hands you the pouch.
Speaker 8: Right, excellent, We'll be taking the keys as well.
Speaker 1: It looks like she's about to uh to like argue,
and her shoulders just SAgs so low, and she is
utterly defeated and broken, and she very meekly pulls the
two chains over her head and she holds.
Speaker 5: Them out to you, guys, Well, what are we gonna
do with the keys?
Speaker 8: We're gonna go find that dwarf.
Speaker 5: And all of the empire. We're gonna find a single dwarf.
Speaker 1: Now with that attitude, we're not.
Speaker 5: All right, hey, live your lives.
Speaker 8: I guess do I believe we're on an adventure here?
All right?
Speaker 5: I have the wonder lest of an adventure. I'm gonna
go find that dwarf.
Speaker 8: We just killed a fucking, you know, giant ass lizard.
Speaker 19: Yeah, no, dealing pretty I'm feeling pretty empowered right now.
Speaker 1: Do you do you actually say that?
Speaker 8: Richter to Yes, as.
Speaker 1: You do you hear, Johanna kind of stiffles again. She's like,
what you killed?
Speaker 8: What? Oh well, let's just say you won't have any
trouble any anytime soon.
Speaker 5: Oh, the beasts of the swamp very dead.
Speaker 1: She looks completely confused and flabberg acid, and she says,
the the the thing is real. There there is a
beast in the swamps. Not anymore.
Speaker 8: Yeah, s tense lady.
Speaker 2: I'm gonna take the keys out of her hand while
she's all action heroes.
Speaker 1: Oh yeah, I mean I I assume Richard took him,
but if not yet whoever you guys, she doesn't, but yeah,
she looks completely shocked, as if she had no idea.
There was obviously that, you know, she thought these guys
were just gonna make it up. So she seems completely shocked.
And if she wasn't so sad and depressed, she probably impressed.
Speaker 4: Is uh so, is she's still like in her abode,
just like peeking out or is she like no, she's.
Speaker 1: Like like sitting on the this edge thing right here,
this this back panel behind the door, like it's like
a shelf basically a step.
Speaker 4: Okay, yeah, uh, Bogerhart wasn't kidding about that candle, so
can he like look and see if she like put
it somewhere.
Speaker 1: Yeah, you find it. I mean she does have a
ton of stuff in here, so yeah.
Speaker 3: You figured it on like a dresser.
Speaker 4: Okay, let's just grab I'll get it back okay, and
you know what one silver shilling on the dresser.
Speaker 8: Okay, you left you put it back.
Speaker 4: Yeah, I'm not hard heartless, and my candles are really
important to me.
Speaker 1: Well, what do you guys do next?
Speaker 8: I'm gonna smell the cannon would be like, that's nice,
that's nice.
Speaker 5: Split up the gold coins to everyone.
Speaker 1: Okay, well there's five, so everybody gets two, which for
some of you is probably the first gold coins you've
ever held. Yeah, it feels good. Bro.
Speaker 5: Ragney will leave one of the gold coins for her,
just good luck on your future.
Speaker 2: She's no, don't kill people, she will gold coin.
Speaker 5: Yeah.
Speaker 1: Well, see you put the coin in her hand and
she looks up at you. Ragney completely just shocked, and
she starts to like tear up again. You can tell
almost out of like like joy, and like she she
whimpers to you, like really and then if unless you
say anything or do anything, you see that Arnolf goes
to grab the coin.
Speaker 5: No, don't, don't take it.
Speaker 2: Eh, all right, I guess she wore money.
Speaker 1: She she looks down at the gold coin as if
she can't believe what uh, what's happening, and she says,
she says, they thank you best to Dwarf. I can't
even begin to repay you for this.
Speaker 5: If you know of any more monsters, I'm still looking
for a way to die, so you know.
Speaker 1: She she wipes her tears a bit. She's still very
puffy eyed, and she says, well, maybe not necessarily monsters,
but would you be interested in any jobs?
Speaker 5: Ragney will look to the other people with the group.
Speaker 2: I don't know about this.
Speaker 7: Well, what I don't know about is just snatching the
keys from this lady and then just chasing down doorf
and then being.
Speaker 6: Like, hey, give us that money back.
Speaker 1: Because we.
Speaker 5: Are we're stealing from nobles at that point, and Ragney
wants an honorable death, not a thief's death. Hey, theter,
it can be noble.
Speaker 2: I just don't trust whatever job this lady has.
Speaker 5: I'm curious.
Speaker 1: Well, as you guys are kind of discussing that, she
just she kind of quickly says she she puts the
gold coin in her pocket and she says, look, look,
I can't I can't begin to to to thank you
for for for this. She's like, I I'm by my family. Ah,
we can we can offer some work and we can. Oh,
I'm sure we could use someone of yours, you know,
skill and stature, if you really killed that thing. And
she says, if you can, you can find me in
Uber's Reich. That's where I'm going to go. Uh. Perhaps,
and she starts to get little for confidence. Be just
perhaps we could start this whole relationship over without rutger
or or thol.
Speaker 5: Groom or murderer's betrayals.
Speaker 1: She sheepeshly looks at her feet, and you can tell
that she's she seems sincerely ashamed about all that.
Speaker 2: Oh yeah, just a bad first impression, it's all it is.
Speaker 5: I mean, whatever nightmares were occurring probably didn't help, but.
Speaker 1: We fixed that.
Speaker 5: We fix those on our fucking first day, it seems.
Speaker 7: Speaking of murders, has the mysterious fellow snuck off yet?
Speaker 1: No, No, I'm assuming someone's you got him. You got
him his hands tied up, so he's still standing there.
Speaker 6: Let's circle back to that.
Speaker 1: Yeah, he Hans. Eventually he speaks up. He's like, well,
what about me? Do I get a gold coin?
Speaker 10: I think.
Speaker 7: Your arrangement had already been paid out, presumably, but I've
got a deal for you.
Speaker 6: Today, Hams, is the first day of the rest.
Speaker 1: Of your life.
Speaker 7: You've been snatched from the jaws of death by the
grace our Lord Manan, the King of Storms. If it
weren't for us and his divine will, you would have
died there at the jaws of that big stony lizard.
Speaker 6: And I know you've with your gear. You have some
skillet fishing. Stick to that.
Speaker 7: Just do good work, live on the straight and narrow,
and never look back towards verderous intent.
Speaker 1: Give me a charm test, and I'm going to give
you plus twenty because this is just too good of
an opportunity. Love it. This is so great.
Speaker 6: I'm still fatigued.
Speaker 1: Real it's an opposed test, so okay, uh, it's versus cool.
I believe.
Speaker 8: It'll be cool.
Speaker 1: Where's a charm?
Speaker 3: Won't you fucking be cool?
Speaker 6: Is this something I could like bump up with that?
Speaker 1: He gets negative for oh non. His his eyes actually
light up a bit, as if he might actually believe
some of what you're saying. Uh and and he he
like nods profusely.
Speaker 7: Good because I think we've all seen a stroke of
luck today and with forgiveness his we can go forward
and see you better tomorrow.
Speaker 1: And I think that is where we will end our
episode for tonight. Has Horst gotten his first disciple of
manan we shall see. I was not expecting that. Thank you,
patrons and listeners. I hope you've enjoyed session two here
of our monthly campaign. This will conclude if luks could kill,
and we shall see what our adventure and heroes decide
to do next time, as they have a couple options
in front of them, some of which I was not anticipating.
So I'm already looking forward to next time. Thank you players,
loved having you, great time. Great job smashing that monster too.
You guys whipped his ass hard. So remember bring your
hammers and rocks apparently that's how you win this game,
and just dogpile the monster and you will be fine.
Speaker 2: Don't forget to get enough reasts.
Speaker 1: Yeah all right, well, thank you players, Thank you listeners again.
We will see you next time, same place, same channel.
Thanks again for your support, and we will see you
on the flip side, ninety nights,