S1E10 - S01E010: Shot Through The "Harp(y)"

Transcript
Gather your sword and board and get ready for adventure, because it's time for pain campaign.
Speaker B:Three, two, one.
Speaker A:Let's roll. Welcome back to our unmitigated disaster of a d and D campaign with friends. We ask the question of what happens when we combine a coming of age summer camp with d and D and the dice of fate. Well, we are going to find that out here. Let's get started. From the murky bottom of time before time, following a rare mushroom instead of stone, we have Mike playing goldor Firebeard, the honest to goodness dwarven druid who's old enough for a beard and knows how to use a shillelagh. Hey, Mike.
Speaker C:Hi, everybody. We'll have to fix that. All in the in post.
Speaker B:Amazing.
Speaker A:Fix it in post is my middle name. When this warforged lays its hands upon thee, you better hope for some divine intervention, because wood and metal still has pain and emotion. Mike Levine is TR 33, the war forge Paladin.
Speaker D:What's up, everybody? Am I wood or am I true? Steel? I don't know.
Speaker A:Wood or am I true? I guess you're both. In that case. When tracking is needed across a path that seems. This is a disaster. When tracking is needed across a path that seems lost, or an arrow needs to find its target that seems too far away, we look no farther than Bridget playing belleth, our tiefling ranger who hates plants, loves adventure, or who'd rather pull out her bow and engage in pointless conversation. Unless it's with Harold.
Speaker E:I hope none of this gets cut straight up. This is the intro.
Speaker A:This is all amazing. This is it. This is the entire podcast, okay? And I am Michael Haidt off key raider rock, as always, playing seven, the bard. But it's not about me. I'm gonna pass it off to Liam. He puts the danger in DM master of ceremonies Liam. Take us away.
Speaker B:Well, welcome back everyone. We find our players back on the floating box of death, the fifth sailing in a southerly direction towards Gnarltooth island, home of Camp Shimmer Lake. Last time our adventurers met Maurice Damarid, a type of genie who seemingly is not very good at gambling, but as soon as he lost, was able to fly away before anything else could occur. So who knows what's going to happen with that? I might know, but you guys don't know. And ambanos to the others, Seven has just discovered a secret about his mandolin. From a secret message sent by his missing brother Val, his mandolin is now able to, as an action in combat, able to transform from a mandolin to a rapier. So we will pick this session off saying you are all in your individual cabins. I believe. I think it was seven that was storing the planar astrolabe that you are able to take from Maurice. And you were all very frightful of touching it. And so it was carefully stored back in seven's room. With that, we will start with seven, and we'll move around and see if anyone wants to do anything while they're in their cabins. Seven, take it away.
Speaker A:I want to go find some of the people. I think I'm going to try to knock on bell this door, because I think she knows Val and I just saw what may or may not have been a ghost. So I think I should probably touch base with the party.
Speaker D:I feel like I was in the hallway. Am I correct with that? Was I just chilling in the hallway, like, guarding everybody?
Speaker A:I still got a rough.
Speaker D:Yeah, I didn't really have a room. I just wanted to protect my family, so I stayed in the hallway.
Speaker A:All right, I'm gonna run outside the room, pass him a water, and knock on bill, his daughter.
Speaker C:Hey.
Speaker B:Hey, Sevin.
Speaker A:Hey. Here, take a drink of water.
Speaker B:You're gonna knock at your doorbells.
Speaker E:Um, I go, what? But I don't open the door.
Speaker A:Okay, look, um, it's me. This is Bella. It's seven. Sorry, it's seven. Oh, you're not gonna believe this. I just saw a vision of vel and I thought, I wanna touch base with you. Cause this is entirely insane.
Speaker E:Okay. I open the door and I pull him inside, and I'm like a vision. Like a dream or like a vision?
Speaker A:No, no, no. This wasn't like a fever dream. So I was in my room. I don't know if this has anything to do with the astrolabe. Okay, I'm sorry. I probably shouldn't have picked it up, but it was really shiny and it was really cool. Sorry, forget it. So my brother, all of a sudden, in a vision, right in the cabin, like, shimmering, almost like a hologram, he started sending a message to me. And do you see this sword? This is. I know. This is a very clear message. So this sword came out of my case, which I don't even know it did. And he told me about this button on the back of this case here that is somehow he gave to me that could transform and this could turn to a sword. But besides that, the point of the matter is I didn't even know this demon existed. And he's either dead and he wanted to send this message as just in case. Or he's still alive and he's sending us a message from somewhere else. But somehow it either clicked in because we were close in proximity to camp, or this had something to do with the astrolabe that apparently you don't pick up from flying away to jinx, but that's probably besides the point. So did you ever hear my brother sending any weird messages or anything like that? Sorry for interfering with your evening.
Speaker E:No, you're fine. Liam, I assume. Would the answer be no?
Speaker B:So first, it's around 12:00 p.m. So just. We're midday, and you have. Val has probably certainly communicated with you by using the sending spell, which isn't what seven is describing, but certainly you know that Val has magical means to communicate, and perhaps there was a different way he did it. In this case. If anyone wants to make an Arcana check or, like, an intelligent or, like, a. I think an Arcana check would be best here. Like, to see if your magical knowledge would be able to ascertain how he did this. You could. I'm gonna say it's gonna be a high dc for this, though.
Speaker A:It seems a little bit weird for me to roll on something that I don't know what. I just happened. I knew what was happening.
Speaker E:I rolled the two. So it's not helpful.
Speaker A:I'm just gonna see what would have happened.
Speaker B:So you. You don't know how he did it, but you're. You're, like, totally accepting. Like, yeah, no, that makes sense. Like, he can. He's magic. He can do magical things.
Speaker E:Okay, so then I'm like. I'm like, well, he's, like, communicated with me before, so, like, maybe it's the same thing. Not, like, recently. Like, not when he was, like, not missing.
Speaker A:So it's been a while.
Speaker E:Yeah. I mean, I haven't heard from him since he's been Mia.
Speaker A:Like, I'm totally freaked because I haven't talked to him in. In, like, months, and this is, like, all of a sudden, it was like, here. Here's what's going on, you know?
Speaker E:Well, where'd you get the. Is it. What is it? A sword. A man.
Speaker A:Right? So I've been plating an instrument, and he left. This was sitting on my bed before. Before I left for the coffee shop. This thing was sitting there, so I threw it on my back. Looked like a musical instrument. Thought it was a case. That was my brother. Tossed this thing on my back, met you guys. Haven't really touched it besides taking the mandolin out of it, but apparently, if you look at the bottom here, this is. I don't know if you can even see it. There's this button over here that he told me to push. Didn't even know it was there. And this thing could release his handle and turn it into a sword. I'm probably gonna put this thing back now so I don't cut my hand off.
Speaker E:You're telling me that you found something on your bedroom in your house, and you didn't question it when you found it after your brother went missing?
Speaker A:When you say it that way, that makes a lot of sense. However, I thought this was just a to go. I thought this was a little gift that he had left me, waiting for me to go to camp or heading out. But maybe I should question things more often. Note to self, we'll do that in the future. But for now, I will tell you, honest to goodness, I had no idea that this thing did this until that message appeared with him. And I know him anywhere. I mean, I don't think anyone could fake it. That had to be him.
Speaker E:Well, I mean, like, maybe that means he's alive.
Speaker A:But he didn't answer me. It wasn't like a two way thing. It was, like, almost like a recording.
Speaker E:I don't know. I mean, you got a cool sword now.
Speaker A:I do. I'm gonna put this thing away. I mean, what does he need? More water. Somebody water the tree.
Speaker D:What's going on over there? And I kind of just, like, mosey on from the hallway and, like, knock on Bella's door.
Speaker E:I don't answer the door. The door is closed, and it's staying close as.
Speaker B:As tree's calling out to you. We're gonna. We're gonna cut over to Goldor. So, Goldor, we'll say we find you in your cabin, and you're kind of just making an inventory of your belongings, and as you're going through your. Thanks, you check on the little. Not a little, but the vial or the jar you have that contains that red fungus.
Speaker C:Strange fungus in it.
Speaker B:I will. If you take it out and you see that its shape has kind of changed. If you want to make me a nature check.
Speaker A:Don'T.
Speaker C:It was almost a 19, but it's a six. I was like, it's gonna be a 19. And then it rolled a little bit more, and now it's only a six.
Speaker A:Oh, man. It's like watching. It's like watching will of fortune.
Speaker D:Um, still better than my rolls.
Speaker B:Uh, so what? Even with the six, what I'll say is, you don't really make any sense of the way the shape of it has changed. Really. You kind of see it has changed, but you don't know. You wouldn't be able to explain why it looks the way it does right now, which is going to be. It kind of started off more as a tendril, but now it kind of looks more like a splintered web type of thing. Looks very much more jagged and chaotic. But you do notice that you have a fire lit lantern in your room, and you notice that part of it towards the edge of the glass is like it's moving and it's actually shying away from the light.
Speaker A:Some of us have rats, and some of us have evil beings in vials.
Speaker E:Cool.
Speaker C:Sure. I'm gonna move the candle a little bit closer to it and see what happens.
Speaker B:So as you do that, it starts to, like, almost like it. Almost like when you, you know, peel something off of a window, like you hear the suckers coming off of a thing you might stick to a window. It starts unpeeling itself from one side of the jar and tries to put itself towards the other extreme side of the jar to get away from the light.
Speaker C:I'll pull the candle flame back away from it.
Speaker B:As you finish conducting that test, that's when you hear tree calling out to the others in the hallway.
Speaker D:Hey. Hey, can you guys let me in here?
Speaker E:I can't.
Speaker A:Don't worry, buddy. Just. We're just figuring out a couple things. Don't worry. Are you protecting us? You checking the hallway?
Speaker B:We're good.
Speaker D:Yeah, yeah, I got the hallway. I'm just gonna stay out here and make sure you guys are okay.
Speaker A:If anyone is dressed like they work on the boat, just check them up and down, make sure that it's legit.
Speaker B:Speaking of which. Hello there. Can you all. This is a sailor talking to tree. I'm first mate Yereb. Can you help us move some boxes up to the deck? The captain wants to get some supplies ready because we will be at Norltooth by morn, and we need some things up there.
Speaker D:Excuse me. You cannot come down here, my friend. I am protecting my family.
Speaker B:Excuse me, but I'm the first mate of the ship. We work for Captain Allara.
Speaker D:I understand that. And I work for my family.
Speaker B:Can you not see my official sailor uniform?
Speaker D:It's a very nice uniform.
Speaker A:You don't see my leaf.
Speaker B:But I.
Speaker D:Must show you my branches. And I can use my branches in very protective ways.
Speaker B:How about you use them to move the boxes to the top deck? And she starts going around knocking on everyone else's doors. We need your help. Let's move some boxes. We got it.
Speaker D:All right. I will. I will talk to my friends, and we will move some boxes.
Speaker A:You show them. This feels starting to feel a lot less like a pleasure cruise and more like a.
Speaker E:I want to ask seven, like, are you gonna hide this from everybody, or are we just telling everyone? Not about yourself. I don't know right now. Oh, maybe dead brother. I meant about the sword.
Speaker A:Oh, the sword. You know what? Before we open the door, I'm gonna put the sword back, like, back into mandalorian. Not because of the friends, because I don't really want to run the risk of people on the boat knowing that.
Speaker B:So to clarify, as you are looking to convert this back into a mandolin, correct?
Speaker A:Yes.
Speaker B:Is that what you're aiming to do? The so on the mandolin, to convert it to rapier? The button was on the bottom right back corner, but for the rapier form, you're going to look underneath the guard, and you're going to notice that same almost imperceptible button, and you can click on it. It's going to transform back to the mandolin, and it goes, as it starts to kind of, like, unfold back into a mandolin.
Speaker A:Whether this thing is useful or not, that is the coolest thing. Yeah, right?
Speaker E:That's pretty cool.
Speaker D:I agree with the coolness.
Speaker B:But so both, I will say you look at this, and it does take, like, a good, like, 10 seconds to transform back. Like, it's not, like, an instantaneous thing. Like, it's fully, like, a little bit noisy, and it's like, it's not. Yeah, it's not, like, flashy, but it's, like, it's still cool, but it's not. It's like, okay, this is, like, the first iPhone. Yeah.
Speaker A:So you're saying, like, bella could probably get off, like, three arrows in the time that it takes me to get this thing. Like.
Speaker B:Yeah, exactly. Exactly. As I said, it's one action to change during combat. So right now, it's back in your mandolin form.
Speaker E:Oh, it's a whole action to change it.
Speaker B:So, like. So for right now. Because otherwise, that'd be a little busted as a magic item. Right now. It would be, like, the same as if in combat, he was switching to his rapier. So otherwise, I don't think that'd be fair. The rest of you, without giving you other magic items, which will happen in due time.
Speaker A:It'S almost like taking a turn to tell people, I'm not really left handed.
Speaker B:Yes. I can see you can do that as a bonus action. That's fine. So you. You all hear the knock and the. The plea at the door. Please help us move some boxes from this hallway to the. To the top deck.
Speaker A:Let's do it.
Speaker E:Yeah, sure.
Speaker B:So you. You all exit the room, and she, like, points to, like, the variety of boxes and be like, oh, yeah. If you just take those up and you can actually put them at the, you know, at the. At the stern of the ship, near the. Near the captain. That way we can get them ready later on. So you all grab these boxes, and they're not too heavy, but they're definitely, like, you definitely need to put some effort into it. And as you start heading back up the stairs to bring these boxes topside, the ship suddenly lurches to its left, which would be the port side. So it makes a port side short turn.
Speaker D:Did you say pork side or port side?
Speaker B:Both. I heard it both ways.
Speaker A:That sounds delicious, but I think he's talking about the way leeward, and this is gonna be hard for me.
Speaker B:So there's the battle ship, the front. There's the stern, or going aft, there's starboard to the right and port to the left.
Speaker A:Port to the left.
Speaker B:Yeah. So the ship, you can feel it sharply turning to the left. And as you're all climbing up the stairs to the deck, to the top deck. Could you all make me a dexterity saving throw? See if you're, like, holding onto these boxes. Dexterity.
Speaker A:All right, I was saying this. Where are you? Oh, me? Oh, I was just gonna take this picture and send to the group. Oh, wow.
Speaker D:What a surprise.
Speaker A:Five. That's great, buddy. It's, like, almost exactly what you're looking for.
Speaker B:Who rolled below a ten, but other than tree.
Speaker A:Wait, so this is a dexterity saving throw. Mike Orlipa, I'm gonna send you bardic inspiration and three shots of espresso.
Speaker B:I got 14.
Speaker A:We got dexterity. Dexterity saving throw. So I look at dexterity, and then the bonus that's above it. That's. That's what you roll. That you add to it on the. On the top part.
Speaker B:Not rolling a straight dexter where it says the saving throw section. You're gonna click on the. You can click on the modifier number. So for you, you have a plus four to your saving throw.
Speaker A:Wait, this is such a silly thing. Oh, I see that. So that. Oh, it literally says saving throws. So everyone at home, just to be abundantly clear, this is the first time I'm playing Deedee since I was eleven, and I'm not eleven anymore, so this is good. Okay. Plus four. All right, that's eleven plus 415.
Speaker B:Great. And Golder, I'm sorry, what did you roll?
Speaker C:I rolled a 14.
Speaker A:Oh, I didn't hear you.
Speaker B:14. Okay.
Speaker A:Oh, there you go.
Speaker B:And bell if by your silence, I'm assuming you're also above a ten.
Speaker E:Yeah, I rolled a 15.
Speaker A:Oh, I feel bad. Wow. Shocker.
Speaker D:Everybody rolled above a ten. I really need to get dice.
Speaker A:Do you have your chopsticks?
Speaker B:So they're in my room. Everyone but tree's kind of able to, like, balance themselves out and, like, hold onto the box and, like, kind of lean against the side of the ship. Tree swings the opposite way that he should, like, gravitate wise and, like, fully, like, leans back and falls flat on his back. As that ship is completing its turn. And as it completes the turn, you hear some yells and screams from above. No, no, don't, don't. Would you all like to make your way towards the top side?
Speaker D:I feel like this is typical of me.
Speaker A:Yes. Sorry.
Speaker D:Out of all of us. Out of all of us. Come on, let's. Let's be honest. Who would drop the box?
Speaker A:This is your chance to show us and be vigilant to save us all three.
Speaker B:Your box breaks and a little, like, rigging equipment was kind of, like, destroyed in that fall.
Speaker A:Like, you, like, somehow some.
Speaker B:The rigging equipment. So somehow the. The box, like, falls behind you and then, like, your back falls on top of that and, like, you just, like, you smush it, basically.
Speaker D:Yeah.
Speaker E:What else is new?
Speaker B:And.
Speaker A:Come on, dollar tree, we got this. Don't worry.
Speaker B:I'm like dollar tree material topside. And you hear a song.
Speaker D:Ooh, I hear a song.
Speaker B:I need everyone to please make me a wisdom saving throw as they enter the top deck.
Speaker D:This is kind of freaky. I actually hear a song. Do you guys hear a song?
Speaker E:Are we about to fight sirens right now? Because if that's the case, it feels that way.
Speaker A:It certainly feels like when you save a boat from the throwers of undeath that you don't expect it to run into genies. And to sirens.
Speaker D:Can I just tell you, I rolled a nat 20.
Speaker A:I'm gonna surprise. I just rolled a nat one.
Speaker B:Okay, fantastic. Oh, my. Okay.
Speaker A:So I have a plus, but I did roll a net one. Yeah, that means a two, but I got that one.
Speaker B:Yeah. What about you? Bella's and Orlip? Hopefully not 323 definite 20, but not.
Speaker E:But just 20.
Speaker B:Okay, so you all emerge on the deck. And tree, you immediately, you feel like for the first time since of your waking memory, you have such a clarity that you've never kind of had before. And as you hear the song, you immediately recognize that, like, this, this song is inherently wrong. And you see to your right. So as you're emerging, this is really. You're looking at the starboard side, the right side of the ship. You see a harpy in the air flapping his wings and singing. And several of the passengers on the ship are making their way towards the edge of that ship, looking like they're going to jump over the rest of you. Also, I'll say, with your past perceptions, noticed that Captain Alara kind of has a glazed look over her eyes as this is happening. And lastly, getting to seven's unfortunate nat one truly, truly amazing. Your whole concentration and reason for living right now is to get closer to the harpy singing this. This amazing song. You, as a bard, want to make music as grand and beautiful and soul moving as the song. And I'll say you are. You immediately move closer to the Harpy and you're gonna be. You're gonna be about 15ft, we'll say, away from the edge of the boat towards the singing harpy. And you also now have the charmed condition. So while you are charmed, you cannot take any hostile actions towards the Harpy. You must use your movement to approach the Harpy, who is, let's say, 10ft up and 15ft away from the edge of the ship. You can make a saving throw at the end of your turns to become uncharmed. But in the meantime, you must keep making that wisdom save and throw at the end of your turns and make that movement. The other thing I'll say you all notice as you emerge top deck is you see the one harpy singing starboard side, but there's also a harpy towards the back of the ship, towards the stern. There's one port side and there's one towards the bow of the ship at the front. So you are surrounded by four harpies. Only one is singing right now, starboard side, but you are otherwise surrounded by these four harpies. Before we roll for initiative, can everyone make me a perception check?
Speaker D:Perception.
Speaker A:Including me or.
Speaker B:No, including you, we'll say including, actually not including you. Sorry, seven, you're kind of enamored right now.
Speaker A:You included. You included 23.
Speaker D:I got an 823.
Speaker B:Eight. And goldor. No, no worries.
Speaker E:Boom.
Speaker C:Natural one.
Speaker B:So to you, gold or. These appear to be, like the most frightening creatures you've ever seen. Dwarves don't particularly like being in the air, and you see this as a threat to you being in the air right now. So this at one time, like, encourages you to, like, almost, like, fight tooth and nail, but at the same time, like, oh, this is, like, this is, like, my worst case scenario at the same time, being both possibly dropped into the water or picked up in the air. Balleth with your 23, you notice that these harpies are a little bit bougie. They're, like, kind of decked out in, like, rings and necklaces. And you can also notice that some of the passengers that are being lured starboard side, they're the ones that seem like, a little. Little more wealthy, have maybe more going for them with that. Can everyone please roll initiative for me?
Speaker A:They seem really nice guys.
Speaker D:I say we. I will.
Speaker B:Don't tell me your number yet. Just keep your number. Did anyone.
Speaker A:You're singing so nicely.
Speaker B:Did anyone roll above a 15 for initiative 16?
Speaker A:Can I roll? I don't roll, right?
Speaker B:Oh, no, you roll seven.
Speaker A:Okay.
Speaker D:Okay, I roll an eight.
Speaker B:So we have seven, then both. Who rolled above a ten?
Speaker C:I got a 13.
Speaker D:Gold door in seven. Rolled above a ten.
Speaker A:All right.
Speaker B:And then tree would be last.
Speaker D:Story of my life.
Speaker B:Yeah, that. That. That fall, like, really hurt your back. And you're kind of, like. Even though you're a war force with, like, you know, an engineered body, like, you're kind of, like, walking like an old man a little bit with your hand on your back, stooped over a little bit. All right, so you have a heartbeat on each side of the boat. The one singing is starboard side and is calling passengers to over the ship. Seven. So, once again, you are charmed. You must move your movement to approach the harpy, and at the end of your turn, you may make an additional saving throw to try to break the charm.
Speaker A:And that won. Yes. Go, team. And I just rolled out of fun to see what would happen if I rolled before. I just got another net one. I put those dice to the side. You know, this is a cool dice. You got, too. Look, it's a big one.
Speaker E:Trash.
Speaker A:I can't. I like it too much. Can I wash it tonight? It's my first big die, and it seems like it's causing you another one. In this game, I'm gonna believe in the power of dice, just not the one I was using a moment ago. So I can do. Basically all I could do is make my way towards it and then drop the dice to try to get out of the situation.
Speaker B:Correct.
Speaker A:Okay, so I do have to move my maximum speed, or can I ever so gracefully slow down?
Speaker B:You must move your movement to approach the harpy at the most direct available route. I will say this will pretty much bring you to the edge of the starboard side. But because there are other people clamoring.
Speaker A:Towards turn to fall off the boat.
Speaker B:They'Re kind of blocking right now. Is there any other non hostile action you would like to take before you make your additional wisdom saving throw?
Speaker A:I think I'd like to. Bella shoots things near. I like to turn towards Belleth and burn a bardic inspiration, telling her she rocks too hard for one hand as I make my way towards certain death.
Speaker B:Fantastic.
Speaker D:Have no fear, friend. Sure. I shall protect you.
Speaker A:Okay. Okay. I guess that's part of my turn. And then I have to note that I used a bardic inspiration.
Speaker B:Traits. Bella, that's gonna be you.
Speaker A:All right. Do I have to roll for my saving throw?
Speaker B:Oh, yes. Go ahead. Sorry.
Speaker A:Okay, and this is wisdom?
Speaker B:Yep.
Speaker A:Correct. Okay, not that dice. Okay, put that down. Okay. Spiky dice, here we go. Spiky dice, here we go.
Speaker B:1313 does it. As you are about to, like, split between two passengers to jump off the side. Side towards the harpy, you come to your senses. So, being that you were right between these passengers and trying to pass you over, can you. Can you also quickly make me a dexterity saving throw real quick as well?
Speaker A:And then also real fast, as a bonus action, can I do. Where is it. Where is it listed? I'm sorry.
Speaker B:Actions.
Speaker A:Is it bonus action?
Speaker B:It is.
Speaker A:Cutting words. Yeah, I have to do. I have to burn a bard against bration for that? I do. Oh, that's not a. It's a reaction. Not a bonus action.
Speaker B:Yeah. Reaction is when something like, if an enemy is, like, targeting you or something like that, or something else happens, and that could happen out of turn.
Speaker A:Not this. Okay, so then I'm going to make a dexarter saving throw.
Speaker B:Yes.
Speaker A:Same dice. 18.
Speaker B:Absolutely does it. You get your full footing and you lean. You lean back from the edge as you're about to put, like, one knee up.
Speaker A:Since that's golder, is probably like, see, I hate boats anyway, this is why we shouldn't be on the boat.
Speaker B:Those saves will do your turn. But if they are still there next turn, you could try to grab the passenger. For anyone who did not see that, listeners, seven fully shrugged. It was like.
Speaker A:I mean, at the present moment, I only care about four and a half characters right now.
Speaker E:Thank you for including Harold.
Speaker B:Okay.
Speaker A:Always.
Speaker B:Bella. Before we actually enter your turn both. Where is Harold?
Speaker E:I was gonna say, Harold ain't even at this party. He's in my room sleeping. He's not even here.
Speaker B:Okay. Okay. All right. Okay, awesome. Yeah, he's probably. He's probably, like. You probably, like, left him, like, a nice little piece of cheese. Like, nibble on. Yeah. Like, fully nestled in, like, the comforters and things like that. Other than that. Like, that little alert. Yeah. Awesome. Go ahead, Bella. What would you like to do?
Speaker E:Are they, like, flying? Like, they're, like, flying. They're not, like, sitting on the boat?
Speaker B:Correct.
Speaker E:Okay, can I. Is there anywhere where I can, like, get up? Like, higher than just, like, the deck? Like, is there, like, a. Like, an up?
Speaker B:Yeah. What I'll say is if you want to climb the rigging in the mast towards, like, the crow's nest, you absolutely can. I will say that you can. If you try to, like, want to do this, like, very, like, very fast in the moment, make your way up, I will say make me an athletics. An athletics check if you're gonna do that.
Speaker E:Okay. I have minus two athletics.
Speaker A:I like how everything has to be over the top and fancy. This is amazing.
Speaker E:Morgan was minus two.
Speaker A:You're like, I need this to look a lot cooler than just shooting a bow and arrow.
Speaker E:That was almost an at 20, but it wasn't. It moved. Twelve, minus ten.
Speaker A:Okay, remember, you have the bardic inspiration.
Speaker B:Ten will do it.
Speaker A:Okay, nevermind.
Speaker E:Okay. Ten does it.
Speaker B:So were you more imagining stuff? Like, kind of like, using, like, the netted ropes on the way up as stirrups to, like, maintain your balance, or did you, like, want to fully get into, like, the crow's nest?
Speaker E:I want to, like, fully get up there.
Speaker B:Okay, great. So you get up into the crow's nest. So you now have a good vantage point of all the harpies below you. What would you like to do? We'll say that's your entire movement for the turn.
Speaker E:Yeah. Okay.
Speaker A:Hunter's mark. Hunter's mark.
Speaker E:Yeah, that's gonna be, I think, in the cast. Hunter's mark on. Oh, I guess the one that was, like, lowering seven.
Speaker B:So the one that's singing Star wars side. Okay. Yeah. Is there any sort of check for that, or is it just. It just.
Speaker E:Rolled on accident? That's my bad.
Speaker A:Totally random question.
Speaker E:It just. It just. It just does.
Speaker A:Can her thumb, turgy thomagurgy thumb. The spell, the sound spell. Can she imitate that sound? That's so much better. What? You say it not to the same effect. Right.
Speaker B:Maybe, like, you could imitate, like, the sound, like a little bit, but not to the same effect. Exactly, exactly.
Speaker E:Okay.
Speaker B:And Huntress, mark is one of your spells, right?
Speaker E:Yeah, it's a bonus action.
Speaker A:Great.
Speaker E:I'm just.
Speaker B:Range. Okay. Yeah. And then what else?
Speaker E:I'm just gonna shoot at it.
Speaker B:Absolutely, go ahead.
Speaker A:Are you gonna say anything while you do it? Like, hey, you're singing sucks.
Speaker E:Now I can't be bothered to talk to them. I'm 24.
Speaker B:24, absolutely. Hits. So you pull back the bow and loose an arrow at this. Excuse me. And.
Speaker E:Twelve points of damage.
Speaker B:Wow.
Speaker E:And then I'm gonna do it again.
Speaker C:Yes.
Speaker D:Kill that bird.
Speaker B:Go for.
Speaker D:Kill that bird.
Speaker A:Sorry, were you singing something?
Speaker B:Including the hunter's work, additional damage.
Speaker E:Yep. Yeah. Oh, I'm sorry. Wait, that was. What did I say?
Speaker A:Twelve?
Speaker B:Did I say twelve for 100? Was that. You said twelve damage?
Speaker E:Yes, I always. Yeah. Okay. And then plus three, so twelve, so 15 damage. My bad. Okay, and then I'm gonna do it again.
Speaker A:Oh God, this is so cool. Yeah, it's like I'm watching a movie. This is great.
Speaker D:I love when the bellus is taking no prisoners.
Speaker A:Tonight on time, I'm gonna say, compared to the gents on board, we've had a tree fall on his back. Me almost fall off a boat and you're killing harpies. So we gotta go for it so far.
Speaker D:At least somebody's doing something.
Speaker B:Just remind me.
Speaker E:Yep.
Speaker B:Just remind me, what is giving you.
Speaker E:A second attack here, dreaded ambusher? It's on my first turn. If I make an attack, I can make an additional attack as part of that action. Dealing extra one d eight damage on top of my damage dice that I'm already doing on top of hundred mark.
Speaker B:Awesome. Fantastic as well. Which would have made you get to the first nest in any case. Amazing. Go for it.
Speaker A:Lavina. If it ever happens again, I want you to kick the door down right before she does that because it is just so rocky. Roll.
Speaker D:Yeah.
Speaker E:19 to hit.
Speaker A:Yes.
Speaker B:Yo, bell loop. Please release back another arrow tree.
Speaker A:I hope you don't have any too many positive feelings about birds. Cause we're about to be out a few.
Speaker E:This isn't a bird. It's a heck 20 points of damage.
Speaker D:Creature.
Speaker B:20.
Speaker A:Plus the original 14. Oh my God.
Speaker B:Wow.
Speaker A:34 damage in the first round.
Speaker B:So this one like fully embeds in like almost like the middle of the chest. It's looking in very bad condition.
Speaker A:Sorry, what was that song again?
Speaker D:Why don't you speak up next time?
Speaker A:Maybe I'll step a little bit away. From the edge of the boat. Before I say that.
Speaker E:Yeah, I was gonna say, you're literally on the edge of it.
Speaker D:So my single friends sing better than me.
Speaker B:The first time you hit the harpy, it was able to maintain it singing, but with that second shot being so critical and it putting it like, almost, like, on its, like, last legs, that harpy stops singing. And the passengers that were, the two passengers that were about to jump overboard come to their senses in like, full, full panic mode.
Speaker A:Dori. Guys, Harold's krusty skeletons, we're here to save you.
Speaker E:That sounds so bad.
Speaker B:Additionally, you see Captain Alara kind of come back to her senses, like, what just happened? And she starts, I'll say, within. By the end of this round, she'll have turned the ship back towards the course it was heading, more along the coast rather than towards the coast. So instead of perpendicular, more towards parallel.
Speaker A:Wait till you meet our doorfriend.
Speaker B:Goldor. That is going to be you.
Speaker C:All right, so now is the heartbeat who is singing still up?
Speaker B:The heartbeat that was singing is still alive, but is no longer singing.
Speaker C:Stop. So check. Are any of the harpies clustered close to one another?
Speaker B:No, they are all on each side of the ship. And I'll say that the one that Bella shot at has dropped almost like ship level in the air. Rather than being 15ft up, it's now almost ship level.
Speaker A:How far apart are they from each other?
Speaker B:So the ship width is 25ft. So plus another 10ft out from that. So each. So that's gonna be what? 454-545-4545ft away from each other, width wise. And then lengthwise, the ship is 75ft long.
Speaker A:So each one of them is outside of the boat, like hovering 10ft away from the boat. Is that right?
Speaker B:Yep. And then 15ft up in the air.
Speaker A:Okay.
Speaker B:Sorry, Goldar, you were saying?
Speaker C:So the one that, the one that Billeth hit with her arrow, is it looking like. Pretty, pretty injured? Is that.
Speaker B:It's looking like. Yeah, like you could probably finish this. This thing off with a lucky hit.
Speaker C:Gotcha. What are Bill's arrowheads made out of?
Speaker A:Awesomeness.
Speaker B:Just like metal. Are they? I don't think they're. I don't believe they're double check that right now.
Speaker A:Oh, man. Things are about to get exciting.
Speaker D:Marshall, ammunition.
Speaker A:We haven't site. We haven't seen this side of gold or yet.
Speaker E:It doesn't say.
Speaker A:Let's play a fun game. Golder, what would you want them to be made out of?
Speaker C:I'd want them to be made out of metal.
Speaker A:Amazing.
Speaker C:Or, for that matter, are any of the. Or any of the harpies wearing something that's made of metal?
Speaker A:Gold, he said, right?
Speaker C:They're well off carrying something.
Speaker B:I will allow you to make another perception check on your turn. Go ahead. Because both notice. I'll mention to you all, but I'll let you make another perception check since you're looking for it.
Speaker C:Son of a. It's another nat one.
Speaker E:Oh, my God. What is happening?
Speaker B:Yeah, it's the frickin.
Speaker C:The ship is, like, moving side to side. Dwarves are not made to go on ship.
Speaker B:Yeah, you're. You're getting, like. Like. So I will say, um, and the.
Speaker D:Sun shines in his eye.
Speaker A:Watch. I want to hear how adorph would, like, curse without being obviously losing rpg rating.
Speaker B:Yeah, you. You. What I'll say is, like, you obviously have eyes, and you can see that they are wearing, like, rings and necklaces that are. That you would normally presume to be metal, but you maybe ask out, uh.
Speaker A:Well, if I wear metal death metal.
Speaker E:I just. I yelled out. I go, yeah, metal. Metal, gold metal. Yep. Mm hmm.
Speaker A:Do your thing, musherman.
Speaker C:All right, so, um, I'm gonna take one of the. I'm gonna take one of the. One of the harpies that's not been attacked yet. More difficult region.
Speaker B:I'm gonna.
Speaker C:I'm gonna cast heat metal on one of their necklaces.
Speaker B:Oh, fantastic.
Speaker A:There's that golder that we're waiting for. Firebeard isn't just a name, is it?
Speaker D:What is this craziness?
Speaker B:Is that gonna be a. Some sort of saving throw, or.
Speaker C:It doesn't look like it. It looks like it just takes two d. Eight damage when I first cast the spell.
Speaker B:Yeah, go ahead and roll me damage. Excellent.
Speaker C:I'll do that. All right, so ten points of damage.
Speaker B:Ten points of.
Speaker C:Ten points of damage automatically from the scorch.
Speaker B:And this will be a concentration spell. Correct. Oh, and I will make a constitution saving throw for the harpies.
Speaker C:No, I froze for a second. I'm back.
Speaker B:Soldar, you can, as a bonus action on each of your subsequent turns, you can cause that damage again. But right now, the harpy is actually going to make the constitution saving throw to see.
Speaker C:Actually, it does get a constitution saving throw. Yep.
Speaker B:Not for the damage, but just to see if it will hold onto the object.
Speaker C:My. If it'll hold onto it or drop it.
Speaker B:All right.
Speaker C:Although I'm not sure that I can drop it.
Speaker B:If it's a necklace, we just say it.
Speaker A:Drop it. Like it's hot. I will. I'm sorry. I withdraw that.
Speaker B:She would. She would try to take it off. So if creature is holding around the object and takes damage from it, the creature must succeed on a constituency or drop. So it actually failed its constitution saving throw. It rolled a natural three, so that means it would drop the object. But it now has, or no gooder must succeed on a constitution saving throw or drop the object if it can. Well, actually, I don't think it like, I think you're right. I don't think it can drop the. The object. So it will have disadvantage on its attack rolls and ability checks until the start of gold or his next turn. And we'll say that would be the port side. Harvey.
Speaker A:Gotta look at my map again. It's left.
Speaker B:Fantastic. Goldor. Anything else on your turn?
Speaker C:Sounds good to me.
Speaker B:Okay.
Speaker C:I don't think so. Is anybody here? Is anybody here injured?
Speaker B:Because I think not yet.
Speaker A:Just by pride, he goes, not yet.
Speaker C:Okay, then. No, I'm just gonna. I'm just gonna sit tight right there.
Speaker B:Okay. Um, so Harpy, the harpy that Bella shot has, like, a look of rage on her face and is fully going to dive up at Bella in the crow's nest here. So let's see. Bella. Ten does not hit, correct. Nope. 13.
Speaker E:Nope. 14 is my remote pass.
Speaker B:Fantastic. So the heartbeat swings up towards the crow's nets, tries to take double slashes at you. Fully misses due to its injured state, but is going to remain within your melee range proximity. So it's going to be like kind of hovering almost eye to eye right outside the chorusmaster meal that's going to bring us to the harpy that Goldor attack with heat, metal and has this advantage. It's going to fly towards Goldor. Let me check while he's gone. Goldr. Goldur's ac is 15. So one of those attacks. So I'll wait for Golder to come back to resolve this, and he's not.
Speaker A:Going to because I'm going to do cutting words, baby.
Speaker B:What is the reaction requirement for cutting words?
Speaker A:It says as a reaction when a creature that is not immune to being charmed, you can see within 60ft makes an attack roll ability check or damage roll. You can spend one use of bardic inspiration roll the dice and subtract the number from the creature's roll. You can do so after the roll, but before knowing the result.
Speaker B:So I'm going to ask you this. It made two attack rolls, one for each claw. Do you want to subtract it from the first or the second claw?
Speaker A:Well, that's not a question I normally get.
Speaker E:Choose.
Speaker A:Tricky.
Speaker D:Dm. Tricky.
Speaker B:You're gonna roll your bardic inspiration die to see how much you would subtract.
Speaker A:So my only. See, I think it's a d six.
Speaker B:No, no worries.
Speaker A:Is it? Okay, so you roll d six. Okay.
Speaker B:Yes. Yours is a d six.
Speaker A:Sorry. I'm learning. This is helpful. All right. Four.
Speaker B:Okay, so would you like to subtract that from the first or second roll for each of.
Speaker A:Everyone that says first, raise your hand for 2nd. 2nd seems more dreadly like second. Okay, go for a second. We'll go for a second door. Olivia, since you and I are falling over and falling from boats, let's just go through the sun.
Speaker B:You. You made a. What's your ac? Gold or. It's 15. Right.
Speaker A:Like I'm playing off a bandit.
Speaker C:Yes, at 15.
Speaker B:Okay, so here's a little bit of good news, bad news situation. The harpy actually missed its first attack. So that was wise. It actually crit on its second attack. Not joking. This harpy stat block. It can crit on a 19. And it rolled a natural 19 because it makes a dives attack. And so it will now just only make a regular attack towards Goldor. So Goldor is wobbling around and like it and gold or dodges the first attack just because of, like, his, like, sea sickness. But the Harper uses that momentum to make the second claw attack. And Goldor, you're going to take. You're going to take three. Three damage.
Speaker A:Okay. Could have been worse, right?
Speaker B:Okay, then the harpy towards the stern of the ship is going to start singing.
Speaker A:That's a back.
Speaker B:I hate it. Can I please have the group make a wisdom. Safe. And throw again. And for any of you landlubbers at home, I'm not using the the monster manual. Stat. If you're wondering why this is happening.
Speaker A:Land lovers love it. Okay, 18 this time.
Speaker C:20.
Speaker B:Fantastic. Fantastic.
Speaker A:Remember, you got burden spurt.
Speaker D:You still have a bardic strength, dexterity, constitution saving throw.
Speaker B:Got it. Yeah.
Speaker D:19, baby.
Speaker B:Wow. Very nice.
Speaker C:I found out that in fifth edition, a normal arrow consists of a wooden shaft with a metal arrowhead. So for future references.
Speaker A:You're telling me that whenever you feel inspired, you could light her arrows and fire?
Speaker C:Well, yeah. So, like, once Bella sinks an arrowhead.
Speaker B:Deep into a monster, absolutely rule of cool that.
Speaker C:Until it's scorching hot and then they can't drop it.
Speaker B:Just say 100%.
Speaker A:Wait, let's just for a hot second here. Not. No pun. She rolls into action, she gets a bonus attack. She climbs up a rafter. You light the thing on fire, she shoots it. And no one else has basically had a turn yet. That's insane.
Speaker C:I probably won't wait until it's actually embedded in the monster before I heated.
Speaker A:It up like that, but, yes, valid point, I guess. You want to let your bow on fire.
Speaker B:What I am going to roll for right now are the people. So I will say with all your successes, everyone, you are now immune from the singing effects. After that second one, you are fully aware of the ins and outs of that tune. And you know how to resist its charms. Whether the passengers do, though.
Speaker D:Hey, Liam, real quick. I just didn't get to. I didn't get to go yet. Is that a. Am I. I'm last, right.
Speaker B:You go after the harpies in initiative order.
Speaker D:Oh, okay.
Speaker B:So we still have to resolve the. The rest of the harpies. So that was harpy number three who started singing.
Speaker A:Is, um, is tree big enough to block people from, like, jumping off the boat?
Speaker B:Um, uh, tree. What's your. Your size in the game?
Speaker D:I'd like to say I'm plus size. You know, go like this.
Speaker A:Courtney Goldia. Freaking huge.
Speaker B:Where does this say how big you are? I'm gonna say you're probably a medium sized creature for the moment.
Speaker A:Don't take it personal.
Speaker D:No, no, I'm more, you know, if I was like, if this was like, you know, abercrombie and Finch, I'd be more of the relaxed fit rather than the straight fit, you know?
Speaker A:Let me just find that on my d and d beyond site somewhere that's relaxed fit. Size tree.
Speaker B:Perfect.
Speaker A:Got it.
Speaker B:We'll say medium for now, but you could actually, like, make an opposed, like, strength check against the passengers that are trying to hop overboard, if it comes to that. So back to how the passengers and Captain Allara rolled. Captain Allara passed her check this time, however, she's gonna keep making. Is not as sturdy as you all. However, the passengers, one of the passengers, rather, that was attempting to jump off the starboard side, is now making their way towards the stern of the ship. So they take their full movement and they're about. They're about 15ft from the edge of the edge of the stern to hop over. So they're kind of actually by Captain Alar by the wheel. So that's only right now, one passenger trying to jump off the ship. And we will. Lastly, the last Harpy at the bow of the ship at the front is going to swing towards seven. Seven. Does a twelve hit?
Speaker A:13 armor class?
Speaker B:Okay, great. So the Harpy also dives towards you, makes her slashing claws, attacks, you see, like these long, gnarled, dirty claws swinging towards you. One misses. The other scratches you across the face, though. And you are going to take five points of damage.
Speaker A:That's not pleasant or sanitary.
Speaker B:Last but not least, it is Tree's turn.
Speaker D:Yes. Finally.
Speaker A:So, tree, you have shown what's up.
Speaker B:Tree, you have one Harpy. I'll say the last Harpy that. That hit seven. So seven, it's actually gonna start flying back up, like, 10ft. So if you want to take an attack of opportunity real quick before regos. I'm sorry, tree, you may roll a D 20.
Speaker A:Yeah, dude.
Speaker B:And go for. I guess at this point, an unarmed attack.
Speaker A:Is that how that works? I can't just throw a. So you can't do something vicious mockery, right?
Speaker B:You cannot use vicious mockery as an attack of opportunity. It has to be. Unless you have the warcaster feat. It has to be some sort of melee attack.
Speaker A:So if I have an unarmed strike and I have a plus one, I just roll on? Add one to the d 20. That's all I'm doing.
Speaker B:Exactly. That's exactly what you're doing. You're doing an unarmed strike. Mm hmm.
Speaker A:Does a twelve hit?
Speaker B:Twelve does hit.
Speaker A:All right. Wait, why does it say damage is zero? What do I do here?
Speaker B:You can roll me a d four.
Speaker A:Let the record show I'm doing one d four damage for punching two.
Speaker B:Fantastic. So you clip this thing on its foot on its way back up. So a tree, just to give you an idea of where everything is, there's one harpy by the crow's nest where belth is. There's one harpy floating above, above seven on the starboard side. There's one harpy that it's singing by the stern of the ship where the passenger is trying to jump off, and I feel like I'm missing a harpy. Or did I mention them all? And then there's one on the deport side.
Speaker D:Okay, so I will try to finish the harpy that is by seven, and I will attack that one.
Speaker A:Go get him, bud.
Speaker B:Sure. So how are you attacking this?
Speaker D:It's go for the one. Well, you said the one by the stern is still singing.
Speaker B:Yes. Yes, it is. Hmm.
Speaker D:I kind of feel like I should stop the singing like you guys did.
Speaker A:I'm into it. Did you say that we won't be affected by the singing anymore? Just the passengers in the boat?
Speaker B:Correct.
Speaker A:Hmm.
Speaker D:But saving the passengers could help us.
Speaker A:Yes. That would be othi.
Speaker D:Yeah. All right, I'll go for the singing one. Forget it. I'm gonna go to the stern, and I'll try to stop the singing one.
Speaker B:So with your. You only have a 20 foot walking speed, so you can also. You can make it about to where the passenger that's trying to jump off is. So you. You would be able to probably get closer to the stern harpy next turn. But would you like to try to stop the passenger this turn?
Speaker D:Yeah, I'll do that.
Speaker B:Roll me a. Make me a strength check.
Speaker D:Strength. Here we go. Come on. Strength net 20.
Speaker A:Whoa.
Speaker B:Yeah, you, you. So this person tries to struggle, but they. They are no match for your war forged body. You are fully able to lock them.
Speaker A:Down that go to your head despite their struggles.
Speaker B:And so what do you. What do you. What do you try to say to this person?
Speaker D:I say, have no fear, for the tree is here, my friend. And just like, I know you're not my family and all, but I'll save you because that's what I do.
Speaker B:Nice. You are fulfilling your oath as a paladin. A wisdom saving throw for the passenger that tree has. I'm gonna give them advantage because of tree's words.
Speaker A:Wow.
Speaker B:And they pass. You are able to. You are able to snap them out of their reverie with that. We're gonna go back to seven.
Speaker A:Just a quick question. I have a lot of questions. I'm sorry. If he's able to snap a passenger out of that state of being charmed, can he tell the passenger, tree, bro. Hey, passenger, quick. Yes. You'll tell them you're a tree and you like the beans, but can you. Can you tell a passenger to help try to wake up the other passengers that are being charmed, or is that, like, not a thing you could.
Speaker B:They're all kind of, like, cowering right now because they are. They are not heroes. They are very common people. However, you can ask them, and I'll say it wasn't necessarily tree directly. Tree definitely helped them, but they were making their own. Their own save at the end of their. What would be their turn? The end of the round.
Speaker A:Oh. So they might not be able to, like, save each other. They have to save themselves, in a sense. They have to snap out of it themselves.
Speaker B:For the wisdom. Yeah, for the. For the wisdom saving throw. Absolutely. But things like what tree did can give advantage.
Speaker A:Okay. All right.
Speaker D:So then I gave them a branch for help. You know what I mean?
Speaker A:Oh, I see. You did. There that's like a tree joke. So the, so right now there's no, there's no harpies that are within 10ft of each other. Right. They're all, they're all kind of scattered right now. Still in the present moment.
Speaker B:Yeah, you got one. You got one by you, one by Golder, one by ballet, and one at the stern.
Speaker A:All right. I think burn a spell, slaughter nut. I think I'm going to if this is gonna work or not. Is it one still singing?
Speaker B:Yep.
Speaker A:All right, I'm gonna cast command 30.
Speaker B:So that Harpy is at least 40ft away from you.
Speaker A:So it says I have a range area of 60ft for command.
Speaker B:That's great. Yeah, absolutely.
Speaker A:Okay, so I'm gonna, I'm gonna cast command and I want to do halt to stop it from singing. Um, quick question. If goldar casts fiery awesomeness on tree's Warhammer, will it burn his hands off? What's the handle made out of? Like, silicone rubber. I know. Seriously, I would have a, I would have craft. Somebody changed my mind. I want to make sure. A rubber handle.
Speaker C:You've got to be touching the metal when I cast a spell.
Speaker A:Oh, really?
Speaker C:For this happens?
Speaker A:So we can't make him like a soft to the touch silicone handle?
Speaker C:No. Oh, no, that's bad.
Speaker A:So it's really not good to be.
Speaker C:It's really much more like something you're wearing or like your armor or the really cool weapon that the villain has that they're using. You cast it on that to make them drop?
Speaker A:Yeah.
Speaker C:I was like, ooh, hey, this one's fun.
Speaker A:That was a great surprise, by the way.
Speaker B:So what is your command, seven?
Speaker A:The command is halt. The target doesn't move and takes no action. A flying creature stays aloft provided it's able to do so. Treeless. It must move to stay aloft. It flies gold or less treeless. Bridget, don't go anywhere. I'm terrible at command. I think you're choosing from a pick list. So I'm saying the halt option would be the one that I guess would stop it from doing anything. Right. It doesn't move, takes no action. Flying creature stays aloft, provided that it's able to do so. It must move to stay aloft that flies to the minimum distance needs remaining in air. I believe that's what I'm going for. To stop it from singing.
Speaker B:I will say that. You could say also the words. It sounds like what you're going for because halt is saying takes no actions. It doesn't need to take an action to continue singing. It just needs to maintain concentration. So if you say stop, that would get the no movement and actions, but also make it stop singing. So it's going to make the wisdom saving throw. I am. We're going to do a little moment of truth here. I'm gonna roll this in the d and D beyond thing, and we're going to see if the dice is. Can I not. Hold on, I got this. Let me just do.
Speaker A:You shall not pass.
Speaker B:All right, uh, maybe bells. Can you let me know if you see this? So she has a plus zero to wisdom. So what was this? What was the spell? DC seven.
Speaker A:It would be a. It would be a DC. Wisdom 13.
Speaker D:Oh, nice.
Speaker B:So the harpy rolled a twelve. It needed a 13 to be. So this harpy fully stops mid air and it's just floating. Actions can't speak. Seven. Anything else for your turn?
Speaker A:I want to turn to my party. Give him the thumbs up.
Speaker D:You did it.
Speaker A:I think we got this. Guys.
Speaker D:Guys, we could do this.
Speaker A:I think this is great. We're doing good.
Speaker B:You all can take some regular inspiration.
Speaker E:Regular old inspiration.
Speaker A:Good old fashioned thumbs up.
Speaker B:I'm sorry it's not bardic, but, you know, it's, you know, it's something we could talk about the possibility of using, maybe a luck point system or something like that in the future if you want to.
Speaker A:It is a really silly question. So on the character sheet, this is inspiration. There's a little half of a sun. It looks like a warm front. Thank you. How do you decide? Okay, we're gonna have to definitely edit that out of the show. What does it mean if it's glowing with the sun symbol? It means you have the inspiration currently.
Speaker E:Yeah.
Speaker B:Correct.
Speaker A:Okay.
Speaker E:What an inspiration.
Speaker B:Oh, did you already have it on by accident?
Speaker A:Apparently so.
Speaker B:I believe it should give you advantage on your next d 20 roll.
Speaker E:Oh, sick.
Speaker A:I'm gonna keep that forever.
Speaker B:I will say inspiration typically goes away at the end of each sitting session.
Speaker A:Has a milk date.
Speaker B:It does. It does.
Speaker A:By the way, did you guys see my text message of the. Of the boat? I'm definitely meant for adventuring. Oh, like, which part is which part of the boat?
Speaker D:That was perfect.
Speaker C:Sorry about that. It took me extra long to log back in. Yeah, no, just, uh, I think chrome crashed, so took a while to get back in. Sorry.
Speaker B:All right, seven. So with that, anything else for your turn? Would you like to move anywhere? You're gonna stay. You're gonna stay put.
Speaker A:Right now, I'm really close to one of them. Right.
Speaker B:There's one, like 10ft above you.
Speaker A:I think I'd like. Yeah, I think I get closer to the party.
Speaker B:Sure. So you could either be.
Speaker A:Will I get an attack of opportunity if I. Yeah, I want to double check that.
Speaker B:No, you will not be at risk for an attack of opportunity. As you want, 10ft away. So you could either go towards tree, who is heading stern side, or gold, or who is closer to port side. You. Right now you're on stuff. You're on starboard.
Speaker A:On the starboard. Goldar's a portion. And where is billeth?
Speaker B:Like, middle. Middle mass? Crow's nest.
Speaker A:Okay. So I think what I'm gonna do is I'm gonna kind of hang towards the middle of the center of the ship and just kind of be sure. Sort of, kind of, like, absolutely central. Yeah.
Speaker B:Yeah. Good thinking. Okay, Bella, that is going to be you.
Speaker E:Is there any, like. Well, I have. There's one right in front of me. Right.
Speaker B:There is one right in front of you.
Speaker E:And, like, that's the one that's, like, hurt. Hurt.
Speaker B:That is the one that is. That is the one that has hurt her. Correct.
Speaker E:Okay. There are any other ones that are, like. Like, close to me but, like, down, like, lower.
Speaker B:Yeah. So there you can. You can really attack the. Either the starboard or the port side harpies who are respectively. It's like your left and right below who were originally attacking seven and gold, or.
Speaker E:I'm looking to do something messy. I want to know that if I kill this thing. Like, I don't know if I kill this thing. Right. Like, it's gonna fall. Cause it's flying. Right.
Speaker B:I'll take damage if you kill it mid air. Correct.
Speaker E:Right. And then it's gonna fall.
Speaker B:And then it's gonna fall. Right.
Speaker E:So I don't know if there's any, like, of these harpies down below me that this thing, if I stab it hard enough, will it then fall on and then do bludgeoning damage to that one?
Speaker A:Like a chain reaction. This is amazing. Bowling with harpies should be the name of the episode.
Speaker B:So I just want to make sure I'm understanding correctly. So you want to shoot one harpy into another is kind of what you're saying.
Speaker E:I want to stab this one, hope that I kill it, and then have it drop on to another one that's lower. If that's a possibility.
Speaker B:Um.
Speaker D:I like the way she thinks.
Speaker A:Me too. This is amazing.
Speaker E:If there's one that's a possibility.
Speaker B:Based on the curves. Yeah, I don't think with the. What kind of attack would you be doing? You would be trying to stab with, like, a dagger or something?
Speaker E:With a short sword.
Speaker B:A short sword. So what I will say is it's going to be a strength check to see how far away. Because I'll say if you stab this thing, it's going to die with finesse, though.
Speaker A:Would you say it's more of like a.
Speaker B:No. So if you would like to make a. A pure strength check as, like, this moment of truth, if you can push it close enough towards, we'll say, what's it called? Seven's Harpy. Who would be the closest? Additionally, I will tell you it's going to be a DC, at least 20 DC strength check. Is that even possible for you? And you have bardock inspiration, I think.
Speaker E:Yeah, because I don't forget, you rock too hard for one hand inspiration. And then I'm gonna roll with Bardict. So it's a pot. It's possible.
Speaker A:Everything she's got right now.
Speaker B:All right, go for it.
Speaker A:Obviously, you can use the inspiration and the bardic inspiration, and you can certainly try. What do we got? What do we got?
Speaker E:Okay, wait.
Speaker A:No way.
Speaker E:So, no way. It's 18 plus six and then minus two. So that's 20, right? I don't want to do math right now.
Speaker A:That's a 20.
Speaker E:That's 2024 minus two. So that's 22.
Speaker B:This is my mistake for making the bar too low. I did this one to myself. So, Bella, in that moment that you pull yourself together to stab this harpy, as the wind is blowing and you hear the waves crashing against the ship, you hear a voice. You have the skills. Very low, almost like if someone's whispering it in your ears. And you push your short sword forward into the harpy, launching it towards the. The starboard side harpy. I'm going to roll damage to see how badly this other harpy is gonna get hit by the one that you launched into it, it is going to take twelve points of damage as you launch the one harpy into another. Okay, so the one harpy drops to the floor dead. And the other one, it's still flying, but it looks like one of its wings is injured as it's trying to float in the air, and it's clearly struggling to do so. So it will now be making its movements with much greater difficulty from here on out. Bella, anything else for your turn?
Speaker E:Can I take another one and push it into one? Can I move my mark to a different one as a bonus action?
Speaker B:Doing great up there, I believe. Do that. Let's just double check the circumstances. So hunter's mark, if the target drops to zero points before the spell ends, did. Oh, it did. Did you take damage from it, by any chance? Before.
Speaker E:Did I take. I take damage, correct. No.
Speaker B:Okay, so you wouldn't have had to make your concentration saving throw. Yeah, you can absolutely mark a new creature with your hunter's mark.
Speaker E:Okay, is there. There's one by tree, right?
Speaker B:There's one star, seven command to stop. That is the one that tree is heading towards.
Speaker E:Okay, I'm gonna do 100 mark on that one.
Speaker B:Fantastic. And will that be all?
Speaker E:Yeah. Do you want me to do more?
Speaker B:Cause I can Goldor.
Speaker A:Do more. Do more.
Speaker C:All right, the first thing I'm gonna do is I'm going to use my bonus action to continue to cause heat damage to that harpy, who I was, whose neck was.
Speaker B:Sure. Roll the.
Speaker A:Yep.
Speaker C:Let me find my two d eight.
Speaker B:Come on.
Speaker C:Ah, there it is. 1414.
Speaker B:Wow. All right, so it's rose gold necklace starts to burn up, and this thing is trying to shriek in pain, but it is still under seven's command and it's, like, silently writhing in the air as its skin is starting to burn up. Oh, I'm sorry, this is a different heartbeat. I'm sorry, this is a different heartbeat.
Speaker A:I'm okay with that.
Speaker B:Yes. So the one by you is streaking fully out loud, and it's actually almost, like, painful to the ears. And it looks like this thing looks like it emerged from a little lava pit.
Speaker C:Your song has no effect on me, you foul creature. He goes, all right, sorry. And then that was a bonus action. So I get a real action. Is there any harpy that's still uninjured?
Speaker B:Yes, the one that has been stopped by seven on sternside, which from you would be again, like, roughly, we'll say 40.
Speaker C:Okay. Is it a. Is it within 5ft of anything else, or is it, like, off the side?
Speaker B:It is off the side.
Speaker C:I'm gonna cast. I'm gonna cast ice knife at it then.
Speaker B:Absolutely. Roll to hit.
Speaker C:Ooh, not so good. I only got a ten.
Speaker B:Yeah. So your ice knife looks like it's about to pierce up through its head, but flies right past her hair. But you can kind of, like the wind from the ice knife, push her hair back a little bit.
Speaker C:Yeah. The cool thing. The cool thing about ice knife, though, is that even if it misses, absolutely.
Speaker B:How much is exploding damage?
Speaker C:So it gets a. It gets a dexave.
Speaker B:Dexave. Fantastic.
Speaker C:Let me make sure it's a Dex save, actually. Yes. It's a deck save. Otherwise it takes two d, six cold damage.
Speaker B:Go ahead and roll me. Two d, six cold damage.
Speaker C:Five.
Speaker B:All right. And anything else for your turn, gold or.
Speaker C:Oh, no, that's funny.
Speaker B:Okay, so that is going to be the heartbeat turns. The heartbeat that is. That is next to Goldor is first gonna fly 20ft up in the air. And Goldwar, you get an attack of opportunity with your quarter staff. So if gold wars have a tactical tip, please. All right, just to keep things moving on behalf of Goldwater, it's gonna be from his character page. I'm gonna roll to do the opportunity attack. He succeeds and does two damage. Good job to the harpy. As it flies 20ft in the air. This thing is burnt and pissed off so it can conduct a dive attack against Goldor. It is now going to use the remainder of its flying speed to rush.
Speaker C:Now I'm here.
Speaker B:So Goldor does see 17 hit your ac.
Speaker C:Oh, yes, it does.
Speaker B:Alright, so it is gonna get a six. Two successful hits. No. Oh, actually it does. It does create one of them. It rolled a natural 19 on its dive attack. So bear with me here. That is going to be 14 points of damage. This thing swoops down and it's just going at your. It is trying to pull out your beard at this point with its claws and your face is going bloody and unravaged. This thing is again fully pissed off that you have burnt it. And then. So that was the, the. The harpy that seven commanded cannot do anything. And that is going to bring us to the starbird side. Harpy, who is going to, who's going to go up to Bellus and make an attack? Will not get the dive action, though. It gets one hit on ballet for full six damage on that die roll. It's this thing, having seen it, you killed it's. It's broodmate. Swipes at you, misses once, swipes again and scratches your, your right shoulder.
Speaker E:Can I use hellish rebuke as a reaction?
Speaker B:Absolutely.
Speaker A:More fire.
Speaker E:Yeah. No, for really though, it has to make it.
Speaker B:I'm gonna make a. I believe the harpy's gonna make a deck saving.
Speaker E:Yeah.
Speaker B:Twelve. Okay. It rolled. Oh my. It rolled a ten, but it only has a plus one. Two decks. It fails this dex roll.
Speaker E:Okay. And then it's two d ten, right?
Speaker B:It says two d ten here, but it says it's a second level.
Speaker E:Yeah.
Speaker B:On your sheet.
Speaker E:Three d ten.
Speaker B:So it should be three d ten. Uh huh.
Speaker A:Wow.
Speaker E:Oh, that's awesome. Okay, 919 points of damage.
Speaker A:What?
Speaker D:Damn.
Speaker B:While it does not kill it, this thing, you burn this harpy's hair off. Whereas gold or mangled the other harpy's, like, body, you burn this harpy's hair fully off. This thing's looking like Anakin Skywalker on mustafar right now.
Speaker A:Wow. You know what happened, harpy, she had the high ground.
Speaker E:Damn right.
Speaker D:Literally.
Speaker B:That was the number one mistake.
Speaker A:You know what else harpies hate? Harpies hate sand.
Speaker B:Tree, that is going to be your turn.
Speaker D:It's time to bring down my warhammer on this harpy.
Speaker B:So, tree, I'll say you can. You can make it to gold or port side Harpy from where you are, but you cannot. The. The stern side harpy is still floating off the ship.
Speaker D:Come on.
Speaker B:Be able to make a melee attack. I will say you have other options available to other than your.
Speaker D:Let me look. Let me see what I got going on.
Speaker A:Nothing as delicious as a warhammer, though. You know, um.
Speaker D:Seriously, any kind of.
Speaker A:Like, pew, pew, pew palette and stuff, like. You got anything down there, you.
Speaker D:I'm looking for the. I got. I got some holy shock stuff, but it's not really what I was looking to do.
Speaker B:You do have a cantrip spell that you can make a ranged attack and it can also hit multiple enemies.
Speaker A:Nudge, nudge, wink, wink. Know what I mean? Know what I mean? Cinema. Cinema.
Speaker B:Ding, ding, ding, ding, ding.
Speaker D:All right, so I'll do that.
Speaker B:I guess so. Even though it says a range of 5ft. That's. That's your. That's. You say the word on your, like, basically in your range, but each creature of your choice that you can see will take.
Speaker A:You could have done this the entire time.
Speaker B:We'll flavor for this time that it'll work like that. So.
Speaker D:I only went once and I saved somebody.
Speaker A:Like an airplane. Always put on your mask first, my friend.
Speaker C:Exactly.
Speaker B:The harpy that is portside is going to roll me. It. Roll me a d six. Roger that.
Speaker D:Rolling a d six.
Speaker A:Roger, roger.
Speaker D:That's a number four.
Speaker A:You're landing a plane.
Speaker B:All right. Okay. That is the only one affected. Anything else for your turn?
Speaker D:Can I do a blessing here? I want to bless. It's a buff.
Speaker B:You used your action already.
Speaker D:Okay, so then can I.
Speaker B:You have your bonus. Actions that are available to you are ensnaring strike and thunderous might that I can see right now.
Speaker D:So.
Speaker B:You also have channel divinity options to you.
Speaker D:All right, so I want to try to bring this thing to the. To the deck so that I could hit it with my warhammer. So could I go with snaring strike to kind of root it? It's like a root spell, right?
Speaker B:So it says the next time you hit a creature with a weapon, attack before the spell ends. So concentration up to 1 minute. A writhing master of Thornyvines appears at the point of impact. So basically, the next time you would hit them with your warhammer, that would happen. But you can, I believe, as a bonus action, you can cast it now and, like, pretty much ready that thing for the future.
Speaker D:Okay.
Speaker B:So you can absolutely do that if you would like.
Speaker D:So here's my thought process here. I kind of want to. I do want to cast that, but I also want to move towards the middle of the ship and start climbing the crow's nest so I can kind of, like, jump off and hit this harpy.
Speaker A:Is everybody just going up there? I'll try to go up there too. Rule just see what.
Speaker E:Nobody come up here.
Speaker B:Is that you? You don't have enough moving speed to do that right now, but you can certainly get to the base of the. The mast for the crow's nest to get ready for that.
Speaker D:Yes. Yeah. So then maybe for, like, next turn. So I'm, like, prepped. I got my. I got my. My vines on my. My thorns on my hammer, and I'm right at the bottom of the crow's nest. So that next turn, I can kind of do that.
Speaker B:So you can click cast on the scenario strike. So it takes that spell slot, and with that, it's gonna be going back to seven.
Speaker A:Yes. All right, are any of the harpies, since their last movement, are they closer together now? Are there any that are?
Speaker B:So let's see, we got one at, like, 12ft away from you on port side. We have the stern side one, and we have the one by bell above you at the crow's nest.
Speaker A:So I'm trying to figure out if I do shatter, if there, it's got to be ten foot radius, so I can't do it in situ, where I could hit two of them, right?
Speaker B:No, not right now.
Speaker A:Okay, that's the case. Then I think I'm going to go for dissonant whispers. So I'm going to do dissonance. Whisperers as a level two spell.
Speaker B:Okay.
Speaker A:It does my whisperer melee. Only one creature of your choice can hear terrible pain. It must make a wisdom saving throw on a failed save. It takes three d, six psychic damage, and it's a save on a wisdom 13. I'm gonna go for, I guess, the one that's at full health, I guess.
Speaker B:So that's the stern side one. It passes its wisdom saving throw, but it still will take half damage. You can roll for damage.
Speaker A:Okay, so then it's. Sorry. So I do three d six and I just divided by two or I don't have.
Speaker B:Yeah, whatever your. Yeah, whatever your result is, we divide by two.
Speaker A:All right, well, it's worth a shot. Here we go. That's pretty good. 1016. So then that's eight. Eight damage.
Speaker B:So you kind of turn the tables on this other harpy that was singing its song to try to maybe get some new rings, things like that. But now you whisper with magic into its ears the melancholy that you've been feeling from Val's disappearance.
Speaker A:You want to hear a song? I've got a song for you.
Speaker B:And somehow you make it into a joke. All right. No. Okay. Anything else?
Speaker A:I know. Seriously? Of course. Right. Shocking. I don't think I can do anything else right now. So I'm just going to.
Speaker B:Correct.
Speaker A:Yeah, I didn't really have to move for that. Right. I'm good. Okay. Where I am.
Speaker B:Gold or.
Speaker A:Okay. I think I'm gonna, I think I'm gonna stay put right now.
Speaker B:Uh.
Speaker C:All right, I'm going to catch just.
Speaker B:Yeah. Before we actually reactivated metal creature. So that was concentration. I did forget to have you make your concentration saving throw from the orange last hits you got. So please, you make a concentration saving throw for me.
Speaker C:Gotcha.
Speaker B:Yeah, right.
Speaker C:Got it. Hold on 1 second.
Speaker B:Correct.
Speaker A:Is that to see that he's continuing the spell? Is that idea?
Speaker C:Yeah, the ability to keep two of it.
Speaker B:Right.
Speaker C:Concentration.
Speaker B:Oh, yeah, you can. Exactly. So you can go to your, your savings or rather. Sorry, this is a concentration check. So you're gonna. Yeah, you can make a custom juice to save me though, correct?
Speaker A:Yeah.
Speaker B:1919 passes. So you may continue to do your damage to the heartbeat.
Speaker C:All right. All right, I will do that. Then I'm going, going to do my 2d adventure. 15.
Speaker B:You heat this necklace up one last time and it fully melts into the chest cavity of this harpy, causing it to fall to the ground. And in fact, it's like almost starting to disintegrate through the top layer of the deck. Now. Not quite yet, but it's fully burst through the chest cavity of this harpy, who is now dead.
Speaker C:Nice.
Speaker B:Anything else? Gold or. Gold or.
Speaker C:I'm going to more than a little bit of damage there. I'm gonna cast a healing spirit 5ft away from me and then walk into it to heal myself for one to six points damage.
Speaker B:Absolutely.
Speaker C:That's five points damage.
Speaker B:All right.
Speaker C:All right. And then the healing spirit, which is near me, can basically. Can cast that heal five more times. Anybody who starts their turn or moves into the space where the healing spirit is can heal from one to six points damage, and that can happen five more times.
Speaker B:Fantastic. So.
Speaker C:And that'll. That's the end of my turn.
Speaker B:Oh, sorry. Did we. Did we skip you, Bellas?
Speaker E:I'm sorry, I think. So.
Speaker B:Did you move the hunter's mark and.
Speaker E:Let me shoot things, Liam?
Speaker B:Yeah, go. Go ahead. Go ahead, shoot things.
Speaker E:No. Cause I think. Cause I think I used my reaction.
Speaker A:So that's why I wanna let things on fire, too.
Speaker E:That's why.
Speaker D:Yeah, I think the DM was avoiding Bella because she's just wreaking havoc on these hard pieces.
Speaker E:Messing Liam's whole combo, though.
Speaker A:I mean, between, like, Olip's, like, burning chest cavity, and Bellas, like, honestly, I.
Speaker B:Was afraid this is gonna be difficult.
Speaker E:Which one has my hunter's mark on it?
Speaker B:Let me double check. Oh, no, you put it on the one that's stern side. That was. That was. Stop singing.
Speaker A:Yeah.
Speaker E:Has that one taken damage? It.
Speaker B:It has taken a little bit of damage. Mm hmm. Thanks. Thanks to.
Speaker E:I'm gonna shoot that one.
Speaker B:Go for it.
Speaker D:She's gonna shoot. She says she's gonna shoot it, but she's gonna kill it. That's the difference.
Speaker E:Twelve.
Speaker B:Yeah.
Speaker A:Shooting is a nice way of putting.
Speaker B:What.
Speaker A:She's all good, right?
Speaker D:Of course it does, yes.
Speaker B:15, 1515 damage. All right, this thing is also looking on like. It's, like, on its last legs, it starts to get more down to ship level and. Sorry, I was just making your roll.
Speaker D:Real quick so I can hit you with the.
Speaker A:Waha.
Speaker B:Anyone else? Sorry, Bell, did you want to do anything else on your turn? Oh, and you, did you roll for the extra d six?
Speaker E:Is there one that's, like, up near me? Yeah, yeah.
Speaker B:Right now? Yes, there. The one that was. The hair was burned. Yes. Mm hmm.
Speaker E:Oh, that's just. He's just. Okay, never mind. Yeah, we're good. I'm good.
Speaker B:You're good? Okay. Yep. So there's the one by you with the hair burned off, looking very bad right now. And then also the one that is now stern side is looking like it is regretting waking up this morning. So that will bring us to now the harpy's turn. The heartbeat that is sternside is going to try to. It's going to dive for the passenger that was last affected by the song, and it's going to try to try to grab them. We're going to say it's an opposed strength check. Or rather I'll have the passenger make the dexterity and the harpy make a strength check here. So I'm going to roll for the harpy using dd beyond so you can see the roll. I'm going to say it's going to need to pass DC ten to successfully pick up this passenger.
Speaker A:That's amazing. Sorry, we were trying to figure out the title of this episode. That is outstanding. Shot through the harpy is amazing.
Speaker C:It was good. I was gonna suggest I'm a harpy girl, but I think shot through the.
Speaker B:Harpy was.
Speaker A:In a harpy world, burning holes.
Speaker B:This harpy just succeeds. Picks up the passenger, and is now at the starboard edge of the ship in the air with passenger in hand. The other harpy that is next to Bellus is going to continue attacking Bellas here. Both hit won a crit. I've been rolling nineteen's all day, folks. No, that was my dive. That was not a crit because that was not a dive attack. So it's gonna be regular hits to Bellus. Four damage to Bellus as she continues to take some swipes at you for ruining her hair and putting it on fire. It is then going to, after attacking, you move with its compatriot towards the starboard side. Bella, you do get an amle opportunity of attack. Okay, yeah, she does.
Speaker E:Is that I can hit it with any melee weapon. Right. It doesn't have to be, like, one.
Speaker B:Of your melee options actions? Correct.
Speaker E:Okay.
Speaker A:Shriek every year. Warhammer.
Speaker E:It was 18 on the dice. Is that 18 hits? Okay.
Speaker B:So this would presumably be your short sword, probably, right?
Speaker E:Yeah. Yeah. Seven damage.
Speaker B:Fantastic. So as this thing tries to move away, you stab it through its chest. Blood burst. And as you release the sword, the harpy is going to fall to the ground. It is going to take some of the rigging down with it, but this harpy is now dead with only the one remaining. With the passenger in hand, that is going to come to Tree's turn.
Speaker A:Yes, we're back today.
Speaker B:Okay, so, tree, just before you make a decision, before you make a decision, let me paint you a picture. I'm gonna paint you a picture. You are by the center mass. I will say, as it was near the starboard edge, you have just enough walking speed to make your way into a melee attack. If you would still like to go with your original plan, you're gonna have to use your entire walking speed to climb up the netting. You're gonna make an athletics DC 20 check to try to jump from mid air and attack the harpy, and then do your normal, and then go from there. So, tree, what would you like to do?
Speaker D:I never make things easy, my friends.
Speaker A:Use your war arrow.
Speaker D:No, wait. I have enough. I have enough speed to get to the heartbeat, right?
Speaker B:You do. If you walk up to the harpy who just picked up the passenger. Mm hmm.
Speaker D:And I can hit the harpy from where it is. Like, it's not too high in the.
Speaker B:Yep, it's low enough because I had to grab the passenger. Mm hmm.
Speaker D:Mmm. Now you know. Know I'm torn because I want to make this an epic kill. I do. It's just gonna be an epic kill. Flying from the crow's nest and bringing down rain on this heartbeat. But knowing me and, you know, maps being my worst enemy, I could definitely miss or fall into the ocean. So I'm gonna just make a beeline straight to this harpy.
Speaker A:You keep the same. You're gonna move with the boat when you jump. It's okay. You're gonna keep the same.
Speaker D:I'm gonna do. Instead of, like, climbing the crow's nest and making this epic killing swing move from the air, I'm just gonna kind of take a hop towards the harpy.
Speaker B:I gotta swing by tree starts, like, with, like, a tam, like, la da da da da. And roll to hit tree.
Speaker D:Yes.
Speaker A:Let the record show that hops don't count for athletics chest.
Speaker E:I was gonna say Bella's, like, sitting on the crows nest with just her head in her hands. Like, oh, my God.
Speaker A:I picture this humongous thing skipping through here.
Speaker E:Like, I made this so easy for you, and you're skipping.
Speaker A:Like he's in this happy place, skipping and singing along.
Speaker D:Oh, come on. And I roll it. Eight.
Speaker A:Oh, good.
Speaker B:Don't forget, you have inspiration. You can roll to vantage if you want to use your inspiration.
Speaker D:Okay, hold on. I do inspiration rolls. I need to be inspired.
Speaker B:Do you still have bardic inspiration, or do you use it? Do you still have bardic, or did you use it?
Speaker D:I think I still have it.
Speaker A:I don't know.
Speaker D:I never used bardic of inspiration.
Speaker A:That's a great time.
Speaker B:Well, did seven gave you, I think, set right. Seven. You gave him bardic inspiration.
Speaker E:I got bardic inspiration.
Speaker A:I gave it to Bella.
Speaker E:That was a mistake.
Speaker B:Oh, Bell.
Speaker A:Okay, but he does have inspiration from you. He still has inspiration and use it.
Speaker D:All right, so I will use my inspiration once I can find it. I see, why am I. Oh, here it is.
Speaker A:It's like watching a horror movie through your fingers.
Speaker D:Wait a second.
Speaker A:Anticipation is killing everybody.
Speaker D:I know.
Speaker B:Tree. Tree, before you. Before you go further, you went back to rolling, just normal D 20s. Instead of clicking your paint, your action. If you saw Mister Warhammer, you forgot to add your plus three to your eight, which brings you to eleven, which is a hit.
Speaker D:Oh, sweet. Okay, so, yes, that's what I meant to do.
Speaker B:So, tree. All right, tell me how you kill this harpy. Yes. Don't forget, you got your mind.
Speaker D:As I am making my way towards this harpy, you know, I'm kind of walking over with, like, purpose. You know, like I have this stare coming from my eyes. Like, you try to bring harm upon my friends and family and I shall punish you now. Right? That's like the look that I'm giving this harpy. And then, you know, I was thinking about, as I'm about to bring up my hammer, the thought you burnt through.
Speaker A:Your entire term because you spoke too long.
Speaker D:Of jumping from the crow's nest passed through my mind. So I wanted to kind of recreate that action. So. But I'm just so heavy and I do, like this awkward hop. And as I do this awkward hop, I kind of, like, trip and just smash its face with my warhammer. And I'm like, yeah, I meant to do that. Guys, he's dead.
Speaker B:So your warhammer comes down on the harpy space, crushes it in between that and the deck, and then from there, burst a vine that rips the rest of the body apart. And the passenger, it's just like, terrified and shaking, like, as this thing is eviscerated from this plane. Fantastic job, everyone. So with. With trees attack, the last of the harpies are dead. The. From there, the passengers that were cowering on deck start to, like, compose themselves and get up and start helping clean up the things and everything like that. Is there anything you would like to do while you're on top deck? Talk to anyone. Otherwise we can pause it here for this session, this episode of campaign.
Speaker A:Do they remember what happens even though they were charmed.
Speaker B:Fully? Yes.
Speaker A:Is everyone okay?
Speaker B:The guy that was next to the guy that was next to tree? Well, you know, I don't know if I was more afraid of being taken by the harpy or what I saw this tree do to the harpy. And so this person, like, looks at tree like, oh, my God, this is a life ending force. This is someone not to be crossed. This is a person where if I say the wrong thing around them, I may end up dead.
Speaker A:That's right. We're all going to retire to our cabin and let the record show that no one needs to bother us for the rest of the trip.
Speaker B:Captain Allar looks at you, she's like, once again, I have you all to thank for my ship. We may be slow down by the damage to the rigging. We're gonna try to get you to camp Shimmer Lake by morning. Still, despite the rigging, can we just.
Speaker A:Ask you one favor?
Speaker B:Another favor?
Speaker A:I mean, we really did the most of it. Can we increase the roman numeral by one?
Speaker B:Uh, so she like, uh, she looks like to like the passengers. Like you want to. You want to talk about this in front of these passengers? You want to talk about this in front of them?
Speaker A:Those people, the ones that we all just saved us.
Speaker B:She goes, the heroes. She goes. From here on out, this will be known as the floating box of death the 6th. With that, one of the, one of the passengers passes out.
Speaker A:If we get to seven, air five, everybody. I mean, of course, some of the.
Speaker B:Some of the crew starts coming up to clean up and things like that. The passengers go to their, their respective spaces. Can everyone give me, before we end here, everyone give me a perception check before we end.
Speaker A:1410 2022. Net.
Speaker C:Twelve for me.
Speaker B:Entry.
Speaker D:I said I rolled ten. I'm sorry.
Speaker B:So to everyone but seven, it just kind of looks like they're going through the drudgery of like sailor's life. Like it was like, you know, having to clean the, like these things happen. But seven, you notice especially as like charismatic as you are and like kind of like the, you don't like portray yourself this, but like you, you're kind of like a people. Like, at least like you, like people watching, right? Like you have like a keen eye for some of these things. You know, how to get a crowd going or stopping or know people can react. You, you see these sailors, they have a look of being fed up. They don't look at Captain Allar directly. They're like turning their heads and like muttering as, like, you know. Yet again, Captain Allar's quote unquote bad luck persists. We will end the session there.
Speaker A:Whoa. All right. That brings us to another exciting end to this episode of campaign. We saw, we saw a ship surrounded by harpies. We saw fire and flame that we didn't even know Goldar had. Bellwether apparently has an exciting way to start any fight. And just remember, when that tree gets to hopping, those hearts go a stopping we will see you on next episode of campaign. Join us again every other Friday as we make our way from boat, hopefully to land and get ourselves to this camp that we talk about but we will eventually get to. That's new for us. We'll see you next time. Buh bye.
Speaker D:Later.
Speaker A:Well, that's gonna do it for this episode of campaign. We have so much left to go, and we'll be back next week. See you next time. Campaign is produced by Levine, Orlip, Liam, Bridget, and myself, Michael Haidt. I edit mix our show. Our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced by Fanatical's 2023 music bundle, featuring dark Fantasy studio. If you like campaign, we hope you'll consider going to our show notes and supporting the show. Doing so helps us put out more shows just like this one. Thanks for listening, and we'll see you next time. Later. Man, that was fun. Holy shmolies. Huh?
Speaker E:You missed the opportunity to say, when tree gets to Hoffen, hearts get to stop in. But it's okay. I'll let it go.
Speaker A:I knew you said it in there.
Speaker B:He knew it. I thought that's what he was gonna.
Speaker D:Say, but he didn't.
Speaker B:We're gonna fix that in post.
Speaker D:We're gonna put from the end.
Speaker E:Fix that in post.
Speaker A:Wait. When trees get to hopping, hearts go.
Speaker E:A stopping, hearts get stye.
Speaker A:Like, what is that from?
Speaker E:Nothing. I just.
Speaker A:My brain said that you should be the bard.
Camp Pain #010: Shot Through The "Harp(y)"
It's our TENTH episode of Camp Pain! Follow Bellith Thornton, Guldor Firebeard, TR33, Seven of the Nite Wood, and Liam the DM as they set sail ... again. What could possibly go wrong after meeting Maurice for a game of chance? Well let's just say this episode... is slippery when wet, because as we look towards camp Shimmerlake, we are halfway there. Will this ship stay afloat long enough? Will the crew follow the captain's orders, will we have to deal with some unsavory guests? You'll have to listen to find out!
In this Podcast we are a mix of friends who are here to have some fun and do some D&D our way. Some of us are seasoned players and others are a little new to the game. We hope you will enjoy hopping along as we set off on this adventure together.
Each episode is numbered sequentially and broken up into episodes that are about an hour in length. New episodes are released bi-weekly on Friday mornings. On this episode, we went a little longer. Let us know if you like this format!
Camp Pain is produced by Liam, Bridget, Orlep, Levine and me, Michael Heit. I edit and mix our show. Our intro voice recording was done by the one and only Koltrane. Music used in this podcast was sourced from Fanatical’s 2023 Music Bundle featuring Dark Fantasy Studio. My son Ethan is our official Cartographer for maps used in our sessions. We are using Dungeons & Dragons 5E for this season of Camp Pain on DnD Beyond. Thanks for listening and we’ll see you next time.
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