S1E21 - S01E021: The Lion "Sneaks" Tonight

Transcript
That might slow my connection down more. Mike.
Speaker B:Oh, man. This is. I know. It's chugging with squirrels right now. I don't know what that means.
Speaker C:What does that mean?
Speaker B:I don't even know. Chugging using squirrels.
Speaker A:I don't.
Speaker B:Man, if I'm gonna say things like that, I hope I get my together because I don't want to say things in podcast.
Speaker C:Chugging Squirrels.
Speaker B:That sounds like the name of a ska band. Bridget, you want to be my ska band?
Speaker C:Chugging Squirrels.
Speaker B:Yes. Could we make that a band that we know that's in town that's playing at some point during this campaign? Ye.
Speaker C:I play bass for Chugging Spoon.
Speaker B:Oh, my God. Can you sign an autograph?
Speaker A:Like, if you're.
Speaker D:If you're starting up a ska band? I used to play a mean saxophone.
Speaker B:Oh, hell yes. Could you go in there? Oh, I would just. I want a trombone. Can we get Levine on the trombone? I can wait. Why can't I get to Diddy Beyond?
Speaker A:Okay. I love how golds are out of nowhere.
Speaker E:I play a mean sex player.
Speaker D:No, no, I used to play a mean sex. So it's been a long. It's. It's been a while.
Speaker B:It's awesome.
Speaker E:I'm sure you can rock it, bro.
Speaker B:Chugging. Oh, my God. I need to write this down. I never want to forget this name.
Speaker A:Well, I'm just finishing my last minute or two here. Only need a minute more if someone can maybe start a recap of what they remember from last time.
Speaker B:I'm too busy with Scott Van Names. Gather your sword and board and get ready for adventure, because it's time for pain campaign. Let's roll. In the Sunfire Kingdom of Eldoria, our adventurers attend a relatively mundane school named Pyre Glow Preparatory Academy. The land has once again become plagued by creatures, abominations, and other nefarious forces in the wake of the great vanishing, which occurred almost a year ago, when all the heroes are rushed off on an assignment and never returned. Ever since, a new generation of heroes have been vying to rise to the call. Save the Land. The only problem is they need training. And that's where we come in. We welcome you 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're going to find out. Here, let's get started. From the murky bottom of Time Before Time. Following a rare mushroom incentive stone, we have Mike playing Gold or Firebeard, the honest to goodness dwarven druid who's old enough for a beard and knows how to use his shillelagh.
Speaker D:Hey, everybody. It's like I never left.
Speaker B:Yes. When this Warforged lays its hands upon thee, you better hope for some divine intervention, because wooded metal still has pain and emotion. Especially when there's a turkey walking by. Mike Levine is TR33, the warforged paladin.
Speaker E:Hello, my friends. I love you all.
Speaker B:When tracking is needed across the path that he seems lost, or an arrow needs to find his target that seems way too far away, we look no further than Brigid playing Belth, our Tiefling ranger who hates plants, loves adventure, and who'd rather pull out her bow than engage in pointless conversation.
Speaker C:Hi.
Speaker B:Hi. And I'm Michael Hite, off Key Raiderock, as always. And I'm playing seven the Bard. But it's not about me. I'm gonna pass it off to the one, the only, the man who puts danger in dm, our master of ceremonies. Liam, Take us away.
Speaker A:Welcome back, everybody, to campaign. Who can tell us where we last fought last time?
Speaker E:I remember fighting some goober things.
Speaker C:We were fighting slime.
Speaker A:Yes.
Speaker B:The slime.
Speaker E:And I tried to use Goldor's awesome tactics, and I just wound up hurting myself, which, you know.
Speaker C:Happens.
Speaker B:Environment. My worst enemy. We were, like, walking through, like, kind of a ravine. Right. And they were, like, big. Kind of like up top slimes making their way down the sides of, like, said mountain path.
Speaker C:Yeah, but, like, why were we going.
Speaker A:To say the same thing?
Speaker B:We were chasing after slime.
Speaker D:The special ingredient that changes the waterfall.
Speaker B:Has the slime in the waterfall they're trying to get to. Right?
Speaker C:Right.
Speaker B:And we've got to get it. Wow. You got a good memory.
Speaker A:Does or up.
Speaker D:I want to say it reverses the effect of the potion so that a healing potion becomes like a potion of death.
Speaker A:Correct. Yes.
Speaker B:You've got to give him inspiration. Four out of five people did not remember what happened.
Speaker A:I was about to say, yes, Orlop can have the inspiration for today.
Speaker B:I'm like, that sounds engaging. Did we do that?
Speaker A:He's like a wall.
Speaker C:Also, I have notes in my notebook that just say waterfall. It's got some sl.
Speaker B:No.
Speaker C:Yeah. I keep more notes for my brother's campaign than I do for this one because I get too distracted during this one to write.
Speaker B:Really?
Speaker A:How so?
Speaker C:Bellith just happens.
Speaker A:Okay, so, yes. You were all, you know, you were following up on originally, Sieg's stolen Ingredients. And through a series of searches and interrogations, you found out that someone had been swiping further stores from the alchemy lab. And then you had to. You suspected it might have been someone in the Druidic cabin, but you found out that their ID was stolen by someone else. And you found that this person was looking for Chroma slime. Bringing you to the current little ravine that you're in now with the little waterfall basin. And you had entered this area and got the kind of like the sulfuric rotten smell as you versed or defeated those gray oozes. But the smell itself didn't totally dissipate from the area, despite the initial clash between the grey oozes. So that is kind of where we are now. Any other questions for clarification?
Speaker B:No. I'm curious where that smell is coming from, though.
Speaker E:I'm just glad to hear Chroma slime again. I like that name.
Speaker B:All right, here we go. Let's get to this game.
Speaker A:All right, so that is going to bring us back to our map that we're using digitally. And for those of you listening, we're again looking at like this little ravine between some hilled areas and a bridge over an area or over a river separating kind of like the two halves. And on the other half, the upper half of this area that the heroes are looking at, the waterfall is heard in the distance. As you walk closer towards this stone bridge here, the smell of sulfur deepens. Kind of like how you first smelled it when you first encountered the great oozes. And after your experience, you realize that the oozes kind of appeared out of rock. You would not be able to distinguish an ooze from a piece of rock or boulder, etc. So keeping that in mind, you can feel free to cross the bridge.
Speaker B:Can we do a perception check to see if I notice anything with thinking more of like, in terms of like, maybe I'll go first.
Speaker E:No need for perception.
Speaker B:Why would we have. Anyway, I'll just do it for fun while he puts us all in jeopardy. 14 plus was. Where is it?
Speaker A:15.
Speaker B:16. 17.
Speaker D:I rolled a 15. Is that enough for me to perceive? Perceive a war forge treading ahead into certain danger?
Speaker B:17.
Speaker A:No tree crosses the bridge and nothing happens.
Speaker E:See, I told you guys I got this.
Speaker B:I bet. Imagine if he starts jumping on the bridge to make sure it's secure. Hey, tree. Is the bridge secure? Hold on.
Speaker E:Let me stomp it.
Speaker B:Hold on.
Speaker A:Yep. Good, good.
Speaker B:Come on.
Speaker A:Yeah, the bridge is pretty solid, albeit like a little weathered.
Speaker B:Can I take a peek under the bridge from where we are. No.
Speaker A:Sure, go ahead. So you look under the bridge. From the angle that you can see it on from the side, you see that there's just kind of like the normal, you know, little water and weather erosion going under there. You see some, like, you know, lichen type stuff growing under the bridge, but otherwise you are. You don't see anything?
Speaker C:Oh, sorry. I was muted. I was muted. That's my bad.
Speaker B:Were you saying something?
Speaker C:I was just saying, were you dancing across the bridge?
Speaker B:Oh, you said. Yes, I was.
Speaker A:So now, as seven finally crosses the bridge, everyone has kind of like a clearer view of the waterfall at hand. The sulfuric smell deepens back to pre combat levels from last time.
Speaker B:Does it feel like. Do we feel. Feel ill or anything? Is that bothering us in any way?
Speaker A:Not unless you wanted to do some.
Speaker C:Sort of check to see if I can tell, like, if the smell is stronger somewhere, Certain that, like, we could tell where the slime is gonna be?
Speaker A:Absolutely, yeah. Go ahead and make me a perception check. And Goldor, if you would like, you can make me a nature check.
Speaker D:I'll make an nature check.
Speaker C:I got 19.
Speaker A:19. Okay.
Speaker D:14.
Speaker A:14. Okay. I'm gonna start with Goldor. So Goldor.
Speaker B:You.
Speaker A:You know, you. You've studied a variety of ingredients, and you have a little bit of history with creatures such as this because slime can be used in a variety of mixes and potions from ooze. However, you know that from experience, oozes are typically green and they don't smell. Beleth you detect the strongest smell coming up ahead around in between this high outcrop on the right and this boulder on the left.
Speaker C:All right, I say we got slime inbound. Big rock structure.
Speaker D:Liam, is some of the. Is this slime? Is there, like, slime I could collect from the oozes We've already killed?
Speaker A:I would say at this point, you were pretty devastating with your previous kills. But if you'd like to be more careful in a potential future encounter, if that happens, I may be able to. You absolutely can, yes.
Speaker B:Okay.
Speaker D:Less devastating check.
Speaker C:How deep. How deep is this water?
Speaker A:We'll call it like a swift five feet. That you can tell that you can.
Speaker D:Tell, like, so, like, you know, over your head.
Speaker B:Is it water moving quickly?
Speaker C:For some people.
Speaker A:For some people. For some people.
Speaker B:Is it water moving at, like a rapid pace or is it like, like, would we get swept away?
Speaker A:Okay, yeah, it's, it's, it's a little. It's. The closer you get to the waterfall. Like, kind of like the more force that's coming from it. So maybe if you started, like, before the bridge, you maybe could have like, swung that, but. Mm. I mean, there are. There are boulders sticking out of the river that, you know, you potentially jump on.
Speaker D:I'm sure those won't spawn any slimes or anything when you step on them.
Speaker E:What is.
Speaker A:I'm sorry, you asked. What is the classification of an ooze? Yes, they are literally classified as ooze. Like, nothing else. Like, they're not like a beast or whatever. Like they're just oozing ooze. Yeah.
Speaker E:Is it just ooze?
Speaker B:Well, you could. This won't help.
Speaker E:I was going to do Divine Sense to find them, but that only does celestial fiends and undead within 60ft.
Speaker B:Like fishing for ooze with a tree.
Speaker D:I mean, that. That is.
Speaker E:I mean, I can just throw myself out in front and let's see what happens. You guys want me to do that?
Speaker A:Can you, like.
Speaker C:Can you, like, go in with, like, some conviction to, like, like, get him to come out, like, hardcore?
Speaker E:This? Guys.
Speaker B:Are you gonna do Thomas Thomathurgy? Yeah. Are you gonna try to sound like an ooze? Like, going, wait, what are you gonna do? Yes. Yes.
Speaker E:That's what I was gonna do.
Speaker A:Yeah. So what are you doing?
Speaker E:I was gonna do that.
Speaker A:Okay, I am just going to.
Speaker B:No, that sounds good.
Speaker A:Give me a moment on that. Give me a moment on that and attack me.
Speaker D:You're definitely thinking, like, rule the world.
Speaker B:No, I don't think.
Speaker D:You're, like, taunting really works.
Speaker A:Let's just say that.
Speaker B:What are you gonna say in ooze that you think is gonna understand you?
Speaker D:That's what it is.
Speaker B:Yes. Yeah. This is what we wake up for. This is why we play dd.
Speaker A:I'm gonna say, ooga booga. Ooga ooz.
Speaker B:This is nice. You get to live out your fantasy of playing a paladin, you know, and that basically. That basically.
Speaker A:Please make me.
Speaker C:Mistake.
Speaker A:An intelligence saving throw.
Speaker D:Oh, geez.
Speaker B:Oh, God. Here we go.
Speaker D:Been nice knowing you.
Speaker B:Wow.
Speaker A:Dang it.
Speaker B:Oh, God. Well, at least we'll find out what happens if you don't pass your saving throw.
Speaker C:That checks out.
Speaker A:Oh, my God.
Speaker B:Not 20. Ah, come on.
Speaker A:This might kill him. Hold on.
Speaker B:All right, I'm going to quickly look at my character sheet for, like, minutes.
Speaker D:I was just gonna say I'm glad that we recorded this because I totally.
Speaker A:Cost tree you take 18 points of damage. Oh, no. I'm sorry. I'm sorry.
Speaker B:Yeah. No.
Speaker A:18.
Speaker B:Imagine if Lee was like, I'm sorry.
Speaker A:The ooze reached out psychically and drove, like, a needle of, like, pain straight through Tree's consciousness.
Speaker B:Oh.
Speaker A:Oh, man.
Speaker C:How many hit points are you at?
Speaker B:I don't feel so good, Mr. Stark.
Speaker A:Guys, I'm not doing good over here. I'm not feeling well. I think I messed something up. I think with that, we are going to officially start combat. But you only see one of the oozes right now. The one that has attacked Tree in the distance on that boulder.
Speaker B:Wow. Yeah.
Speaker A:Yeah.
Speaker D:Hang on. I'm on it.
Speaker B:Why would you say that?
Speaker A:You could have stayed where you were.
Speaker B:Wait, wait.
Speaker E:Should I put myself, like, over here? Because I threw myself in the way.
Speaker A:All right, so we actually already have initiative, so we are good to go. And with that, that means Bellith is up first.
Speaker C:Goldar, you got healing, or do you.
Speaker B:Want me to do it?
Speaker D:I got healing. I've cast a healing spirit. It'll follow around.
Speaker C:And we only see the one right now.
Speaker A:You only see the one.
Speaker C:You were my friend.
Speaker B:I mean. I mean, to be fair, we don't know if Tree insulted the ooze.
Speaker C:You're right. We have no idea what he said.
Speaker A:Just from a passive intelligence, you. You would understand, Bel, that he didn't actually communicate with them. He just aggravated them with loud noises.
Speaker C:Yeah, no, I for sure got that. Yeah, that was my. Yeah, no, we understood that.
Speaker B:I'm gonna need to go on your character sheet and add a new language that you think you now have. Common draconic and ooze.
Speaker C:All right.
Speaker B:Oh, man. This is amazing. You know, it's.
Speaker C:Sorry.
Speaker B:It'S.
Speaker A:Ooh, piggy.
Speaker C:Okay, I'm just gonna shoot it, but I want to move to, like.
Speaker A:Sure.
Speaker C:5, 10, 15, 20, 20. I want to move to, like. Oh, Jesus. Here.
Speaker A:Okay.
Speaker C:Because I don't feel like being by the water. And then I'm just gonna shoot it with the bow, obviously.
Speaker A:Fantastic. Go for it.
Speaker C:Closed everything. That's a 14, 15, 16. That's 22.
Speaker A:Yeah, I think that hits.
Speaker B:I think you're good.
Speaker A:Go ahead and roll for damage.
Speaker B:Heck, yeah.
Speaker C:I almost rolled the NAT20, which would have been nice, but I didn't. Okay, wait, so. So his speed is reduced by 10 until the start of my next turn.
Speaker A:Okay.
Speaker C:Because that's the new stuff. 5, 6, 8, 8.
Speaker A:Oh, I didn't mean to do that. I was just trying to get a speed reminder here. So as you draw back the bowstring and release, you notice that these ones Are a little smaller but a little darker. And you said eight. Sorry, you might be muted.
Speaker C:Yeah, eight.
Speaker A:Okay, so this goes right through it into the wall. And it looks like there is like, you know, did some. Some damage, but still, still, still kicking. That is going to bring us anything else? Actually.
Speaker C:No.
Speaker B:Okay.
Speaker A:Seven.
Speaker B:I think I am. I want to do Thunder Wave. I'm not sure we should waste, though. Yeah. All right, I'm going to try that. I'm going to do thunder wave. I'm going to try to get. I guess I need to be within like 15ft or right about that. So 1, 2.
Speaker A:Yeah, you got to be very close up.
Speaker B:That's pretty close, right? One, two, three is three boxes of 15ft, right?
Speaker A:Yes. Let me actually bring up your. Let me know if the map just broke because I accidentally opened it up in a new tab.
Speaker B:So far, so good. That's not the saying so far, is it?
Speaker C:Good.
Speaker B:So far so good. It's so good.
Speaker A:You're casting a spell slot for this or using one.
Speaker B:You know, Scott, man's really good cube. Okay, which one is again?
Speaker A:Let's go to something.
Speaker C:Squirrels.
Speaker B:Oh, shoot. I forgot it. Oh, that's not. That's not a world I want to live in. Oh, is that 15ft? That's mine. Okay. For a second, I got a little freaked out. So if I go over, I have to be here.
Speaker D:With Thunder Wave. You are at the edge of this cube. No, you're at the edge of the cube.
Speaker B:On the edge. So it goes like that.
Speaker D:Edge of the cube.
Speaker B:Yep. Oh, so I don't. I don't have to be that close.
Speaker A:Oh, wait, hold on. It says.
Speaker D:Oh, yeah, it says originating from you.
Speaker A:From you. So, yeah, you'd be in the center.
Speaker B:So I have to be seven and a half feet.
Speaker D:Yeah.
Speaker B:In each direction.
Speaker A:Essentially.
Speaker B:Yeah. So I gotta be like here, right?
Speaker A:You want to be right there, Right?
Speaker B:Is that. Does that make sense? That's. Yeah, right?
Speaker A:It does.
Speaker B:Okay.
Speaker A:It does.
Speaker B:All right. The.
Speaker A:What's the saving throw?
Speaker B:All right, so Thunder Wave. If I cast that as a. Yeah. So where is it? It's a Constitution 13. Yeah.
Speaker A:All right. The one in front of you seems to the one endure. However, you just clip the one that was right next to it.
Speaker B:Oh.
Speaker A:And you see it start to appear. You notice as the thunder ripples through it that there is indeed another being there. Please roll four Damage.
Speaker B:Okay. You know what I like, though? I like that there's A and there's C. I mean, where I come from, there's usually a B also damage is 2D8. I'm getting the hell out of here. 2D8. So two of these. So it's 2D8. So it's. That's lame. Eight and it's. And this is push 10ft away damage.
Speaker A:I mean, it's against the rock. So it's just gonna. Just take the damage.
Speaker B:I can't push it. I can't like, like aim like I'm playing pool and aim towards the water.
Speaker A:I'm gonna say it doesn't matter.
Speaker B:It's too far away.
Speaker A:Emanating from you.
Speaker B:Yeah. Can I use the rest of my turn to get. To move away without getting hit?
Speaker A:You can. Okay, so yeah, let me know what the full damage is. And then the one will take half and the other will take fall.
Speaker B:Okay, so it's. I just roll. I roll the one time and then you do the math for the two or do I roll one for each one? Each of them. So I got. I got eight for one. I got eight total for one roll and then roll again for half damage.
Speaker A:Nope, I just. I just take half. Okay, so you got eight total for the whole roll?
Speaker B:Yeah. There's a bunch. Is there? Right? This is another fail. Saving is 2D8. Yeah. Okay.
Speaker A:Actually, while the first one appeared to endure because Valve had previously hit it, it starts to wither away. So this one starts to wither. And Goldar, I will add that this new one is looking pretty weak. It's probably in a prime position to be collected, if you will. Although it's risky, I'm just gonna finish.
Speaker B:It by looking at Goldor, telling him that he rocks too hard for one hand.
Speaker A:And of course. And of course, now that you know what to look for, you could always try to look at it after the fact, but you definitely know, like, while it's struggling to live, it would probably be your best, your best chance. Alright, I'm gonna need seven Beleth and Goldor to make me intelligent saving throws, please.
Speaker C:Ooh, God damn it.
Speaker B:I'm like, ooh. Why do I say ooh, this is a good thing?
Speaker A:I'm like, ooh.
Speaker B:Intelligence is a saving throws. Intelligence plus 0, 15, 17, 18.
Speaker A:Okay, you are all apparently a lot more smart than Tree. You all take four damage.
Speaker B:Cameron, Tree. I want to see your reaction when you get those moments.
Speaker D:I'm sorry, how much damage do you take?
Speaker A:4.
Speaker B:I mean, come on.
Speaker A:Everybody rolls big except you feel a little bit of pain. But you, you seem to resist the psychic stabbings coming towards you. And with that, you notice in the distance. Another who's up here? And only I think seven and Bel. We have lion on sight on this, but there is another one in the distance.
Speaker D:Louise.
Speaker B:Okay, we call that one B.
Speaker A:That is going to bring it to Goldar Firebeard.
Speaker D:All right, I am going to move myself.
Speaker B:Hold on one sec. Why?
Speaker D:Figure out how ranges on this. 60ft.
Speaker B:Perfect.
Speaker D:All right, so I'm going to move myself my 25ft, which goes to here. I'm going to cast a healing spirit. Just got to figure out what's this? Don't cheer too much. It's not going to heal you that much yet.
Speaker B:So did you say you got the rust or rest?
Speaker A:Don't forget you all have some potions as well.
Speaker E:Don't worry. I got the rust.
Speaker B:There he is.
Speaker D:There we go. There's my.
Speaker E:Yeah, the rest.
Speaker D:I'll keep that. Let's make it purple so it looks more. There we go. My healing spirit is there. And then at the start of tree's.
Speaker B:Turn.
Speaker D:I believe at the start of tree's turn, I can heal him. Hold on one sec. No, that's not what I was looking for. Healing spirit. When you or a creature you can see moves into the spirit space for the first time or starts its turn there, you can cause a spot spirit to restore one to six points of damage. And then I can also move it around. So I'm actually going to cast it on tree space. So he starts to turn there and then can move. So you'll get healed 1 to 6 points of damage at the start of your turn, and then I can move it on my turn. So as long as you don't move more than like 30ft, I can. I can go and attack that. And then since C looks like it's white for harvesting, I'm going to cast. Now that I have line of sight, I'm gonna cast chill touch on ooze letter B. Oh, heck yeah.
Speaker A:Chill touch on Perfect. Before you do that, I put a cube on. You said you cast it on tree right now, right?
Speaker D:Yes.
Speaker A:Okay.
Speaker B:Okay.
Speaker D:Yep. Perfect. So I can cast this in the same space as tree and then I can move that whenever I need to. Anybody else can also move into that and get a. And get healed. And I can heal a total of a total of six times. No, sorry. A total of five times for one to six points.
Speaker A:I want you to look up real quick.
Speaker B:Hey, Bridge is dead.
Speaker C:Just keeps walking.
Speaker B:You get like, you know, like when you're in the room and you can just almost feel somebody, like in your Neck. Like, just like that? Yeah, like, dad, I'm playing Dungeons and Dragons with my friends.
Speaker C:He's like, changing the batteries on the freaking. The heater thing. That is right here. I'm like, can we do this? Like, not right this second.
Speaker A:Okay, so one foot on your desk, friends.
Speaker B:Come on. Come on.
Speaker C:Dad, stop.
Speaker B:Gosh.
Speaker A:Roll for your chill touch.
Speaker B:All right. Chill touch.
Speaker D:I roll. It's a hit. Oh, that'll hit it almost looked bad.
Speaker A:Go ahead and do damage as well.
Speaker D:That is one to eight points damage. Three points of damage, and he's not able to heal for the rest of the turn till the start of next turn.
Speaker A:And you said. Which one were you aiming at?
Speaker D:I aimed at B, so not the one that I was planning to harvest.
Speaker A:Okay. And you did three points of damage. Okay.
Speaker D:Yes.
Speaker A:Okay. And now he is chilled. Fantastic. Okay. Has disadvantage. Okay, fantastic. That is going to bring us. Unless you have anything else, Goldor.
Speaker B:Oh, no.
Speaker D:That's quite enough.
Speaker A:Thank you, tree. Go ahead.
Speaker B:All right.
Speaker D:I'm Gonna heal him. 1 to 6 points of damage also.
Speaker B:Yes. All right.
Speaker E:I am going to cast Leon hands.
Speaker D:Well, it's one to six. You have to roll a six sider. I'm sure you'll roll a six.
Speaker E:So points will bring me to 11 hp. Oh, right. So I have to roll.
Speaker B:Right. What do I.
Speaker E:A D6. Hold on, hold on.
Speaker A:I was gonna roll a 9.
Speaker B:I rolled a 10. Wait a minute.
Speaker C:Oh, no.
Speaker E:Oh, Nelly. Sorry, wrong one.
Speaker B:Damn. It heals me for two. Teen.
Speaker A:I got a two.
Speaker E:All right, so that heals me for two. And then I am going to do lay on hands, which I think so.
Speaker A:Yeah.
Speaker E:And it's. I'm gonna use. Can I use all 20 points that I have stored here?
Speaker A:So absolutely. You can then. Yeah. You can choose how many points you do.
Speaker B:Yeah.
Speaker E:You have a pool of healing that can restore 20 hp per long rest. So I have yet to use this.
Speaker A:Oh, it can cure a disease or neutralize a poison affecting a creature. That's interesting.
Speaker B:I think. I think what Liam's saying is you just wasted it.
Speaker E:Use all 20 to bring me back up to speed.
Speaker A:No, no, no, no, no. I was just.
Speaker B:He's like, you know, it can cure poison or it could cause all these other problems you haven't encountered. Since we only see slimes A and F right now, and there's like four. He's gonna be like, give me a constitution. Saving throw. Because you're not poisoned.
Speaker A:Don't forget short restaurant.
Speaker B:I'm about to die, so made the 20 points.
Speaker A:Anything else for your turn? Tree?
Speaker B:Yeah.
Speaker C:Sweet.
Speaker B:I was just gonna. I know.
Speaker E:I also wanted to bless. I wanted to see if I can.
Speaker B:Oh, this is gonna get awkward.
Speaker A:You cannot. You cannot bless cuz doing the lay on hands was a full action.
Speaker E:I am going to bless up to three people.
Speaker A:You get an action and a bonus action. You ain't no fighter. You ain't no fighter. Two actions.
Speaker B:I always get two rolls and two actions because I'm tre.
Speaker C:Dang it.
Speaker B:Dang it.
Speaker E:All right. Yeah, I guess.
Speaker B:All right.
Speaker A:I need everyone to make me a perception check, please.
Speaker B:Oh, sweet. Yeah. Perception, perception. Where's lose at? Oh, 15, 16, 7, 18, 21. Damn.
Speaker D:7.
Speaker B:Everyone who got above a 20 notices.
Speaker A:We got 21, 18, 7 and then tree.
Speaker B:Hold on.
Speaker A:I guess I should have low perception.
Speaker B:I love your camera. From below your chin. Like it's the funniest angle. I love.
Speaker E:I can't see my perception.
Speaker B:Where is it? Yeah, I'm missing it. My ears.
Speaker A:No, it's okay. Okay, so everyone but gold. There you go. 17. You notice. You guys see where I'm pointing over here? I'm gonna describe it in a moment.
Speaker B:Sorry. Yes.
Speaker E:It wasn't me this time.
Speaker A:So to the left of the wall.
Speaker B:To the left of the waterfall. Oh, I see now all the way.
Speaker A:Up, you hear some shaking in the bush. You see emerging from the foliage there a hooded and a figure in roguish like trappings, wearing dark boots, dark clothing, dark hood. But peeking out from the back of them is a thin tan tail with some brown blonde hair coming more shaggy off the end of it.
Speaker C:Interesting.
Speaker A:See a bipedal lion like figure come to the edge of the waterfall here. And he's. You can't quite make out exactly, but he's interacting with the water over here. And with that it's going to be back to Bellith.
Speaker B:I don't like that. Interesting team, the animal Bell. Tame it.
Speaker C:Well, I was gonna say, like, do you want me to try and like go around and like sneak a certain way or would you rather me just keep hitting these things?
Speaker E:I say we keep killing the slimes and let me talk to the animals.
Speaker B:Oh, that's your plan? Hold on, let me write that down.
Speaker C:I imagine that's the exact conversation that happened too. Just like, no, let me handle it. And Bella just goes.
Speaker B:Yep, okay. It's pretty far away.
Speaker C:Okay, so what's gonna happen is.
Speaker B:So what I was going to do.
Speaker C:So anyway, so I'm gonna. No, I'm just kidding. Okay, well, because like, I. I'M I'm assuming that, like, does. Can we tell that if he or whatever it is knows that we're here?
Speaker A:You. Yeah. You saw it. Glanced in your direction. It was trying to, like, kind of quietly sneak towards the waterfall.
Speaker B:Do you think these, like, little slimes are his minions? I mean, it's really kind of hard to tell what's happening here.
Speaker C:Okay, I'm just gonna want 5, 10, 15, 20, 25, 30. I'm gonna move here, and then I'm gonna cast Hunter's mark on. Yeah. Which one is hurt?
Speaker A:C. Both.
Speaker B:Both.
Speaker A:C and B are hurt.
Speaker C:Okay, I'm gonna cast Hunter mark on.
Speaker A:C. C is hurt more from what you can tell. Like, it's more diminished inform.
Speaker C:Okay, I'm gonna cast Hunter's mark on that one.
Speaker A:B on B. Okay.
Speaker C:And then I'm gonna shoot it.
Speaker A:Go for it.
Speaker C:Oh, my God. I keep rolling. 1320 hits.
Speaker B:Well, the 13 scales up to a 20.
Speaker C:Well, I have plus seven.
Speaker B:That's my roll.
Speaker C:So. Okay, so then I do eight plus 100. Mark, right? 11.
Speaker A:So you draw your bow back and tell me how you imagine this thing dying.
Speaker C:I imagine it, like, the arrow goes through it because it's ooze, and it hits the rock, and then it just, like. I don't know how to describe that.
Speaker A:It just explodes.
Speaker B:Oh, man. And it left out one last little sound that it tells Tree. You got me, man. You're the only one that ever understood me. Tr. Use mage hand and get Golder a sample. All right.
Speaker A:Anything else?
Speaker C:No, that's it.
Speaker A:Okay, Seven, you are up.
Speaker B:Oh, heck, yeah. All right, I guess we need to clear the path, right? I don't know. I'm kind of tempted to, like, do something stupid, but, you know, what if I cast invisibility. No, this is not gonna help us. What, am I gonna spy on the guy that's standing by the water?
Speaker C:My. My plan is to go around this rock and, like, kind of, like, see what he's doing.
Speaker B:Like, to go this way, turn, like, to go to the left of the rock and kind of need the waterfall. All right, so there's a way you.
Speaker D:Could sneak up on him and see what he's doing.
Speaker B:Would it make sense for me to cast invisibility and on Bellith and then give her even more of a. Do you want me to do that.
Speaker A:For you to move just before you lock that in? I know invisibility changed a little bit. This.
Speaker C:How do you change invisibility?
Speaker B:It's actually now called visibility.
Speaker C:So when you use it I only see you.
Speaker B:There's an LED sign that shows that this is over here in every language right here.
Speaker A:So basically, it's weird. It doesn't give you, like, actual, like, invisibility the way you think. It's more of, like, almost like you're hidden, but, like, a little bit detectable. They just have this kind of disadvantage against you. But if something requires sight, like a spell or a hit, that would give you a little more protection, though.
Speaker B:All right. I think not. Yeah, yeah, I might get rid of that spell.
Speaker A:But, like, you're seeing right now. Oh, go ahead.
Speaker B:Yeah, I was thinking more in terms of the slime, not in terms of. I was thinking. I'm sorry. Not in terms of the slime. I was thinking more in terms of the cloak figure. So if that's the case, then, I.
Speaker C:Mean, I have pretty good stealth, so, like.
Speaker B:All right, I'm definitely gonna. I'm gonna attack the slime to give the bonus action of giving Bella Bardic inspiration. So I'm gonna do. I'm gonna do Elder Eldritch blast on the. On the slime. See, the one that's near us? I'm gonna do Eldritch blast.
Speaker A:Okay, go for it.
Speaker B:So that is a. What is that? Plus five to roll.
Speaker D:I'm sorry. On the ooze. It's nearest to us.
Speaker B:The what?
Speaker A:One more time, orlop.
Speaker D:I'm sorry, what did you. Who are you attacking, Mike?
Speaker B:Oh, I was gonna attack Slime C. The one that's kind of near the rock near us.
Speaker D:I'm gonna try to go. I was gonna try to go and collect a sample from him.
Speaker B:Oh, so should I not attack? Is that the one that is.
Speaker C:You have sight to D. Oh, yeah.
Speaker B:So let's do that. Let's do. Let's give out. Because Eldritch Blast is 120ft. I could do this from my. Yeah, yeah. All right, let's do it. Look in the distance. Oh, it's happening. I got 20.
Speaker A:It's happening.
Speaker C:Oh, my God.
Speaker A:Okay, so wait, describe to me what just happened again.
Speaker B:I got a nat 20, so I am gonna reach back and crackling with green energy with a big old smile on my face. I'm gonna let out an eldritch blast aimed at Slime D.
Speaker A:Roll your damage.
Speaker B:Oh, that is freaking awesome.
Speaker C:You double your damage, right?
Speaker B:Is that right? Absolutely. So then it normally does one D10, right? So then. Is that right?
Speaker C:Yeah, you still roll 1d10, but you double whatever number.
Speaker A:Yeah, we're gonna. We're gonna. In House that you roll and then double the number you roll.
Speaker B:Heck yeah. I almost. No, I guess it's dumped. Like, it's just a slime. I'm like, should I burn a Bardock to do more damage? Like, it's still a slime. Okay. All right. That is a 7. 14.
Speaker A:Tell me. Tell me how you kill us.
Speaker B:So I just watch this green blast come frying out of my hand with, like, little, like, oozes of. Not ooze. Not going for that little, like, little smoke coming off my hand, and it blasts it and it slams it into the wall, and then it just kind of has a moment where it's sizzling and then it's kind of just melting away.
Speaker A:I'm melting. Fantastic. Awesome. Anything else?
Speaker B:And then I put away my little finger pointy shooting gun and put my hand back in my pocket. Go. Yes.
Speaker A:And then everyone, like, especially B's, like, silently judging your, like, little finger, like, come on.
Speaker B:That was awesome.
Speaker C:I'm like, I do this all the time.
Speaker B:Like, and then I try to regain my cool again, which I fail in ineffectively to do that. And.
Speaker A:And then tree sees you doing it and, like, tries to, like, copy. Like, oh, I can be cool, too, and sharp.
Speaker C:Please don't teach him that.
Speaker B:Tree making little pointy finger cuts. Tree only do that when you're wearing your high tops at night. Okay.
Speaker A:And then I trip, but he does it. He does it. But there's, like, a little leaf, like, flapping on the end of one of his fingers, and it just looks. It just looks, like, funny.
Speaker B:That's amazing. Total side note because, like, Bridget, like, got me to, like, you know, we got these dice. We got Kraken dice. So when you roll a 20, there's, like, a little. There's a little Kraken symbol on the 20. So when you see that man, it is happiness. Because when you get that symbol instead of a number, it's just, like, you know, the only thing you could yell out is, it's happening.
Speaker A:It's happening. It's working. Okay.
Speaker B:Oh, maybe. And maybe I made enough noise and made a big scene that maybe the hooded figure is more focused on me than anybody else. I. E. Tiefling Ranger 7.
Speaker A:Yeah, if that is your turn.
Speaker B:Oh, I just. I want to cast Bardic to Bella because even though she looks at me with disapproval right now, I wouldn't tell her that she rocks too hard for one hand. Great.
Speaker A:How long does Bardock inspiration last?
Speaker B:Six hours? Days.
Speaker A:Okay. Fantastic.
Speaker B:No, I'm kidding. Let me check. Sorry.
Speaker C:Liam took that as hard.
Speaker B:I know, I know. That's. I could never lie to him. It says it lasts. It did it change rules? He says for 10 minutes. But I thought. Is it an hour now?
Speaker A:It might be an hour now.
Speaker B:Do I have to re. I went to reroll my entire character to see the changes or no.
Speaker A:Oh, no. I can look it up real quick.
Speaker B:That's all my bardics. You're like, new rule. If you're gonna cast a spit, I'll know what it does now.
Speaker A:Have an hour to use it instead of 10 minutes. All right, cool.
Speaker B:Yep.
Speaker A:Fantastic.
Speaker B:We're over here, Bridget.
Speaker A:Okay, seven. Please make me intelligent.
Speaker B:Oh, do what? I'm sorry, make me what?
Speaker A:An intelligent saving throw.
Speaker B:Oh, good. I hope I'd get a 20 in that, too. Oh, my God. I did. Oh, my God. I just got 20.
Speaker C:What is going on?
Speaker B:I don't know. I can stop playing now.
Speaker A:You're, like, so confident in yourself that, like, you don't even feel like a psychic attack. You're just, like, so full of yourself, and you're so confident that you also now have heroic inspiration. You're like, I can do anything, so please take some inspiration. Just a phrase.
Speaker B:Who rolls ice again after this is like, the fate will work itself out no matter what.
Speaker A:Goldor, you are up.
Speaker B:All right.
Speaker D:First thing I'm gonna do is. Oh, no. So that started. Historically, I'm closer to chances of I'm gonna take. I assume collecting a sample would take an action. A full action.
Speaker A:Yes. All right. Yes.
Speaker D:Then I'm gonna.
Speaker A:Oh, go ahead.
Speaker D:Take my action. To try to collect a sample of the ooze.
Speaker A:Yes. So because it is still alive. Let's see. Trying to adjudicate how this is gonna be in. In what manner are you trying to collect? Are you trying to, like, get it done? Kind of like, hurriedly. Are you willing to take more time? Kind of. Tell me how you're approaching this collection.
Speaker B:How?
Speaker D:When you say more time, how much more time?
Speaker A:You want to be more careful.
Speaker D:You're saying, I'd like to be more careful, but how long would it take me to do this, being more careful?
Speaker A:I mean, you judge at least six seconds. Like a full. Like a full action.
Speaker D:I'll take. I'll take a. I'll take a flash and then. Yeah, it's like, carefully collect.
Speaker A:Sure. In that case, I'm still going to have you, because you are doing that. I'm going to have you make me a. I almost want to call this, like, a. What would be better for you? A sleight. Of hand or a pure dexterity roll with advantage.
Speaker D:Hang on a second.
Speaker B:Do we know where that intelligence two.
Speaker D:And a sleight of hand would also give me a plus two there.
Speaker C:Yeah, the ooze.
Speaker B:He's definitely the ooze. Right.
Speaker A:Okay.
Speaker B:Not the hundred.
Speaker A:So then, yeah, please make that roll for me. With advantage.
Speaker D:With advantage.
Speaker B:Will do.
Speaker D:21.
Speaker A:All right.
Speaker D:So I cannot beat it.
Speaker A:Essentially, you take your little flask and you're carefully. You have your gloves on. You remember to bring your gloves, and you kind of get to the edge of it because that's where it's starting to diminish. And you almost use a surgical knife that you might use for either cutting ingredients or cutting something in the alchemy lab, and you slice away a part of it and usher it in with the knife into the flask, successfully taking a sample.
Speaker B:And.
Speaker A:And, boy, does it smell. All right.
Speaker B:How's it going over there, Goldor?
Speaker D:Everything's going according to plan.
Speaker A:Okay, Goldor, Would you like to do anything else?
Speaker D:I don't think any actions left? Bonus action, But I'm not sure my bonus action. I don't have any useful to do on a bonus action. I'm gonna. I'll re. I'll recast shillelagh just in case I need.
Speaker A:Sure. Absolutely. Okay.
Speaker D:Wanna fire away on this guy. You can certainly do that. There's nothing. Nothing else I need here.
Speaker A:All right. Before we get to tree, our friend here is going to. Let's see.
Speaker B:This is nerve wracking. Yes.
Speaker A:Oh, okay. This is. So he gets. Yeah, he can just straight up do that. Okay.
Speaker B:I'm waiting for leaving to be like, pick up like. Like a pile of dices.
Speaker A:And then come over here.
Speaker B:Whoa.
Speaker C:He just.
Speaker A:Okay.
Speaker B:Oh, that's fine.
Speaker A:Get up from the one location on the left hand side of the basin. And he walks across like this fallen tree that makes a makeshift bridge. And he comes around to the right hand side here.
Speaker C:So does he just seem like very unbothered that we're here and now he's.
Speaker A:For the most part, and he's now interacting with the water again. All right, tree, that is your turn.
Speaker B:You gonna talk to him, buddy?
Speaker D:Tree, you can. You can heal for.
Speaker E:I'm already on to six points.
Speaker B:All right.
Speaker E:Oh, yeah, well, I. No, I was talking about the talking. But I am going to heal for a D6 first, right?
Speaker B:Yes.
Speaker E:Another three points of healing.
Speaker B:Tree. Say, I wouldn't be lying if I was, you know, if I was curious what you're doing here.
Speaker E:All Right. So now I'm going to yell over to the lion and be like, hey, you little cute lion thing.
Speaker A:Hey, it's me, Tree.
Speaker B:Wait, is he supposed to know you?
Speaker C:There goes my element of surprise.
Speaker A:Well, first you're gonna need to move up at least a little bit for that. What's your full movement? As normally.
Speaker B:Take a dash action, Tree.
Speaker A:You could take a dash action.
Speaker B:I can't imagine that.
Speaker A:Did you cast a spell before? Did you just cast anything?
Speaker E:Okay, no, I didn't cast.
Speaker B:He just ran through the healing stuff from Goldor.
Speaker A:Got it, Got it. So, yeah, you could move up. You can take your normal movement and kind of move up closer so you can like, you're more. Because you're. He's next to the waterfall. Like, waterfall's pretty loud.
Speaker B:It's not threatening to have a huge man of your statues running towards him.
Speaker E:Or is that too far?
Speaker A:You're kind of still blocked by the boulder at this point. So remember, we have the boulder on your left. So if you want to dash, you can double your movement.
Speaker E:Yeah, I'll dash. So, like right here, I'll lean up to you.
Speaker B:I can't wait to see how this plays out.
Speaker E:Well, can I go right there?
Speaker A:Give that much movement? Yeah, okay.
Speaker E:I'll go right here.
Speaker A:Yeah, okay.
Speaker B:Hey, you cute little lion thing.
Speaker A:It's me.
Speaker E:It's Tree.
Speaker B:Do you think he knows you?
Speaker A:Do you think.
Speaker C:You'Re a cute little lion thing? That's crazy.
Speaker A:And you're speaking common right now, right?
Speaker E:I'm going to. I feel like I can talk to many things.
Speaker A:Things. I'm just double checking that you're just speaking normal when you said that.
Speaker E:I know. Let me just check to see. You know what? I'll just speak normal. Yeah, great.
Speaker A:You see this figure? Like, give like a visible, like, shrug, sigh thing. Like, like, like an impatient, like kind of thing.
Speaker C:Me too, buddy. Me too.
Speaker A:He gets up, removes his hood, and you see the shaggy mane of a lion. Did you just call me a cute little thing?
Speaker B:Well, thank you.
Speaker A:Regardless. I thank you and your friends for taking care of the oozes. It's been difficult getting the slime. It's a small repayment for the damage you've done. Tree, do you want to do anything else on your turn?
Speaker B:Do you want to estimate the damage?
Speaker E:Yeah, I'm going to. I'm going to talk to him some more.
Speaker B:You.
Speaker A:You can get. You can talk one more time as part of your turn. And then that would be it because you did a dash action and then this Is like a free action.
Speaker B:Okay.
Speaker E:And what was the last thing you said about damage?
Speaker A:What was the last thing you said about damage? You are no friend of the forest. Well, hold on.
Speaker B:Don't you dare tell me I'm no.
Speaker A:Friend of the forest.
Speaker D:Tree's a friend to everybody.
Speaker A:You are. You are a magical abomination.
Speaker B:It's always the abomination. Always the abomination. For this one we're going to watch.
Speaker C:And witness trees meltdown right now. This.
Speaker A:Oh my God. I, I, I can't believe this guy just said that. I can't believe he just said that. Do you, did you guys hear him?
Speaker C:No. Actually, the water falls really loud.
Speaker B:What's going on? I can't feel like I know. All I hear is water. I'm an abomination.
Speaker A:Well, you're an abomination. You're, you're, you're a yellow lion thing.
Speaker B:I can't tell. He seems pretty happy from over here. That's going well.
Speaker A:He's, he's, you see, he's holding two flasks of something like a clear silverly liquid in like couple vials. Well, again, thank you for your help. I'm sorry about your friend, Sieg. I didn't want to hurt him too badly. I hope he's okay. But I did what I had to do.
Speaker B:Tree, he's monologuing.
Speaker A:And then he, he taps his heels together two times.
Speaker C:And Dorothy.
Speaker A:You see him puff into mist and reappear towards the edge of the path.
Speaker D:That's a cool trick.
Speaker C:All right, so he's, he's Dorothy, but like, like minor Dorothy. He can only go spurts. He can't go all the way home.
Speaker A:Small distances.
Speaker B:Canvas. Ah, think smaller. There's no place like fair.
Speaker A:It'll, it'll be Bella's turn.
Speaker C:See, I'm trying to figure out if I should do something sketchy or if I should just kill this ooze thing.
Speaker B:I vote for sketchy.
Speaker C:Not sketchy, but like maybe stupid.
Speaker B:I mean, we have to attack that cute little lion thing. So join the dog side.
Speaker C:Well, so what I was thinking was like, we need to know like we're trying to figure out like what this guy's deal is. Correct. Like that's our thing.
Speaker B:I think so. But don't we also have to get the sample from the waterfall too, or. No.
Speaker C:Right. But what I was gonna do is I was gonna cast speak with animals so that I could talk to Harold. And I was gonna put the ring on Harold and have Harold follow him so that we know where he's going.
Speaker A:Wow, that is amazing. Harold's max. Look up a rat's max speed.
Speaker C:Yeah, I have no idea.
Speaker B:Make haste and he's like, four feet. Oh, God.
Speaker E:Can you shoot him over with an arrow? Can you attach him to your arrow?
Speaker B:No, I'm saying like a Harold rocket. I don't know if you'd appreciate that.
Speaker A:He would. He would. He's a Good Herald.
Speaker C:It's 20ft.
Speaker A:Okay, I'm gonna let you. If you want to do this, I'm gonna let you make an animal handling check.
Speaker B:Oh, my God.
Speaker A:This is not a familiar. This is a. A pet with limited intelligence.
Speaker C:Well, I was going to cast. Speak with animals so that I could talk to Harold.
Speaker A:Got it. Got it.
Speaker C:That was my. That was going to be my vibe.
Speaker A:I will give you advantage on the animal handling check. In that case.
Speaker C:Do I want to do this?
Speaker B:Is that, like, I'm all for it.
Speaker A:I think that's a good thing. I think.
Speaker B:Why not?
Speaker C:I just. I risk losing the rat, which I'll cry. And the ring, which also could probably be very helpful.
Speaker B:Oh, man.
Speaker E:You will not lose because Harold will.
Speaker C:Be victorious until Liam tries to kill him.
Speaker B:I know. Oh, man.
Speaker A:Oh, wait. Does anyone see Harold on the board? I just added a rat token somewhere. He's on the board, but he's so small that I don't know where he went.
Speaker B:That is amazing. That's a point, right? The point is that he's small.
Speaker A:I'll just add it.
Speaker B:Is he in the green box or. No, that was a healing thing. No. How far can you cast?
Speaker A:Oh, there it is.
Speaker B:Okay. Prestidigitation.
Speaker C:Okay.
Speaker B:Oh, can I cast presence digitation on Harold to make him the color of grass?
Speaker C:All right, I'm just gonna. I'm just gonna do this.
Speaker B:I guess I can't just go extra turns because I feel like it.
Speaker A:Yeah, no, let both, because we're still in combat technically.
Speaker B:Sorry. Can I do whatever I want? No.
Speaker C:Wait. I'm doing animal. Am I doing animal handling first, or am I casting the spell first?
Speaker A:Spell first. Explain what you want, and then make the.
Speaker B:The animal handling.
Speaker C:Okay, so I'm gonna. I'm cast speed with animals, and we're gonna go. Hey, bud. We've never spoken before. However, I've been carrying you around. We've been doing great adventures. See, I brought you to school. You're welcome. I need you to do me a favor. I need you to take this ring. I'm gonna put it on your tail, and I'm gonna need you to follow the lion over there. Don't worry though, it's not a scary lion. He's just as tree said, a cute lion.
Speaker A:The lion.
Speaker C:Yes, the lion. Lion.
Speaker A:Lion eats rat.
Speaker C:No, no, never. I would never let that happen to you. Lions only eat salads and you're not a salad. So.
Speaker A:Okay, roll, roll. Your animal handling check with advantage. Let's see how well Harold understands what you're trying to communicate. Because even though you're speaking his language now, he's still a rat.
Speaker C:18.
Speaker A:Pretty good with an 18. Harold is going to follow your command. He's going to track this. And now that you've seen him in full visage, this is a Leonin, a humanoid lion race. One of the many races across the land.
Speaker C:I have a question.
Speaker A:What's up?
Speaker C:So can I like, do I have to be within a certain like distance of Harold to be able to talk to him? Like, does it have to be like speaking distance? Like here?
Speaker A:Yeah, you won't be. Once he's gone, you won't be able to talk to me. You'll be able to track him with the ring.
Speaker C:Okay. Okay.
Speaker E:Don't worry.
Speaker A:I'll.
Speaker E:I'll save him with helping hands.
Speaker A:We'll grab him back. If that is kind of like your actions. I'm here's. I'm gonna be a friendly DM here and I'm gonna give you a. A tip. Since the rat has limited speed, you can take your remaining movement to get him that far and then let him go, if that makes sense. That way he, he has a little bit from you. Like you're gonna carry him. Yay, movement towards.
Speaker C:Yeah, so I didn't, I didn't move at all. So.
Speaker A:Yep. So.
Speaker C:So I'll go like here.
Speaker A:Sure.
Speaker C:Can I move Harold or do you have to move Harold?
Speaker A:I will move Harold for us. Okay, and with that. And then you're setting Harold off now, right?
Speaker C:Yeah, hold on one second. So I. Oh, jk, never mind. Yeah. Yeah. Okay, that's it.
Speaker A:Okay, so right now I'm going to initiate chasing roll for the Leonin and Harold. And actually we're gonna rename Harold Harold.
Speaker C:Harold. Don't dare call him rat.
Speaker B:Is he a rocket Verman and he.
Speaker A:Can dash up to two times? Because normally it's three, but he has a minus one to constitution. So I'm initiating official chase rules here. So he can go. So on this turn he can. Exactly. Did you communicate to Ralph before I move him? Did you communicate to be stealthy about it?
Speaker C:I think I would have said like, like don't look like you're running after him. Like, make it look like you're just a mouse, like in the woods.
Speaker A:Okay, I'm. I'm going to chasing a. I'm going to make a hit. I'm not going to tell you the result. I'm going to make a. Essentially a stealth check for. For Harold. Okay. He's going to basically be right here as of the end of his turn.
Speaker E:Go Harold.
Speaker B:Go Harold. Would you say that the rat is tailing him?
Speaker C:Oh.
Speaker B:Sorry.
Speaker C:Oh, nice.
Speaker B:The important thing was not to laugh after me saying that. All right.
Speaker A:That is, we're going to call that Beleth's turn. And so that will bring us to seven.
Speaker B:I.
Speaker A:Honestly, I didn't see the herald tail coming here.
Speaker B:I think I'm gonna try talking to him. To the lion guy. Can we take Steve from him? Yeah, can. Can I can. Is he too far now or.
Speaker A:No, no, you can. He can hear you.
Speaker B:Hey, bud. Bud.
Speaker C:Seriously, don't stop calling people bud and cute.
Speaker B:Hey, friends.
Speaker A:So as he's like dashing away, like he's like looking behind himself so he's. He makes eye contact with you. You can continue.
Speaker B:So you thanked us for making it easy for you. What. What did you need all this stuff for?
Speaker A:To heal.
Speaker B:The forest is a forest in pain.
Speaker A:He. He looks around and continues running after that.
Speaker B:Well, that was a good use of my time. I think I'm gonna. I think I'm gonna continue following him, I guess use the rest of my action to keep moving.
Speaker A:Sure. You can take a dash action.
Speaker B:Okay.
Speaker C:Watch out for Harold.
Speaker B:I know. I'm trying to intercept anything.
Speaker A:We. We will enter some chase rolls after the resolution of this round. Potentially. Okay, but you can for now, as if you're in combat. Harold doesn't chase rolls, though.
Speaker B:I mean, I. I don't think I have much of a turn after that. So. Okay, what am I bitter?
Speaker A:That is going to. Let me roll some dice here, rocket man. Okay, so since that was the result, the ooze is gonna move on to Goldur here. Oh, Goldor. Yeah, no, that's. That's not. It wasn't there. Okay, never mind. But let me. The ooze is going to try to latch us off onto Goldor. Goldor, I'm assuming metal, right?
Speaker D:It's not actually dead, so.
Speaker A:Correct.
Speaker B:Right. Okay.
Speaker D:So I'm sorry, what's he gonna try to do?
Speaker A:You don't have any metal on you, do you? No. Okay.
Speaker D:I do not.
Speaker A:What about your really quick do. Did you have the. Is the necklace that lets you do the heat.
Speaker D:The necklace is probably made of. Yes, actually.
Speaker A:Okay, let me just double check here. Okay. That.
Speaker D:Actually is it. The.
Speaker A:That won't affect it because it is not armor. So you are. Okay. Actually.
Speaker D:Is the ooze starting its turn now?
Speaker A:Ooze did start its turn.
Speaker B:Yes.
Speaker D:Okay. If it starts turn, I get to use a reaction.
Speaker A:Sure.
Speaker D:My halo of spores ability to one to four necrotic damage.
Speaker A:Okay, go for it.
Speaker D:If it fills it, if it has a constitution, Throw D is 14.
Speaker A:Okay. All right. This is for the fight here. It moves closer to Goldor here. It rolled a 19.
Speaker D:It rolled a 19.
Speaker A:It rolled a19.
Speaker D:Then it does not take that damage. It won't be taken.
Speaker A:So no half damage, right?
Speaker D:I'm sorry. It's no damage.
Speaker A:No half damage.
Speaker D:Yeah.
Speaker B:If.
Speaker D:If it failed the saving throw. It does not. So let's see. Do.
Speaker A:Oh, it tries to wrap itself, like, around you and try to, like, corrode you, but since you're not wearing any metal, it's just, like, revolving around your arm at this point. And that is its turn. And gold or it is now your turn.
Speaker D:It's my turn.
Speaker B:Ooh.
Speaker D:Well, if it's my turn.
Speaker B:Can I just step away for one minute after Golder's turn?
Speaker A:Sure.
Speaker B:Okay.
Speaker D:Give me one sec. All right, I'm gonna.
Speaker A:Oh, you're breaking up. Whirl up. Sorry.
Speaker D:I'm sorry. It's wrapped around my arm currently.
Speaker A:Yes.
Speaker D:Sorry.
Speaker A:We can say divested itself afterwards.
Speaker D:Okay.
Speaker A:Like what?
Speaker D:A. Whack it.
Speaker A:With a shillel.
Speaker D:Sorry. 18?
Speaker A:You said 18.
Speaker D:I rolled 13 hits.
Speaker A:I'm sorry. I couldn't hear. I. You keep breaking up.
Speaker D:Sorry. Yeah, I keep breaking up here.
Speaker A:18. All right, but damage. Yes, absolutely.
Speaker B:All right.
Speaker D:Damage is 6 points. Damage?
Speaker A:You whack this thing so hard, it puffs into gray dust.
Speaker D:Nice.
Speaker A:That really smells bad, but it puffs into dust. All right, we are going to exit combat here.
Speaker D:I believe.
Speaker A:And are we chasing our lionish friend here, or are you taking it at a normal pace?
Speaker E:Well, I wanna. I mean, I'm up next. I want to try to do a dash maneuver and get in front of him and try to stop him.
Speaker A:Okay, you. Yes, you do go next, and then it'll be his turn again, so tree. Go ahead. Actually, if you dash, though, you can't grab him.
Speaker D:That's.
Speaker A:That's your action. If you dash.
Speaker E:Oh, well, am I. Am I far enough to just move to? Am I.
Speaker A:What's your. What's your what's your normal speed? You're 30ft away from him. Exactly.
Speaker E:So my normal speed is 20ft.
Speaker A:Okay, so you only have 20ft if you're not dashing. 40ft if you are dashing.
Speaker E:Okay, so then.
Speaker C:Well, he's only 20ft away from you now.
Speaker E:No, he's 30ft away from me.
Speaker B:He's dead.
Speaker A:Yeah, if you take like the ruler 20.
Speaker C:The. I was counting boxes.
Speaker A:Yeah. Cuz if you go diagonal, it's technically more.
Speaker E:Can. How about this? Can I cast ensnaring strike on him?
Speaker A:You can try.
Speaker E:To kind you to kind of like lock him down.
Speaker A:Yeah, go for it.
Speaker E:I mean, it could damage him.
Speaker A:But wait, just, just. Just hold on before you commit to it and you waste the spell slot and searing strike says the next time you hit a creature with weapon attack, before the spell ends, a master thorns will appear at the point of impact. So you have to actually hit him.
Speaker B:Damn.
Speaker E:All right, so maybe not that. Okay, how about this? How about I use mage hand.
Speaker A:To.
Speaker E:Drop Harold in his coat to help Harold get there. To drop him in his coat.
Speaker C:You have to do it like really stealthily though, because you could.
Speaker A:Yeah, you could try that. And he's also moving technically.
Speaker C:And also your mage hand is a hand. Right. It's not invisible.
Speaker A:Let me see how your ruler matches up. So that's 24ft. That's 30ft. So that would work. So if you do the. That as an action.
Speaker B:Hmm.
Speaker A:Dude, you already have your mage hand summoned.
Speaker E:No, I do not have it summoned.
Speaker A:It is an action to. To like summon it and then an action to control it. Yeah.
Speaker E:Casting time.
Speaker B:One action.
Speaker A:Okay, you do have another option though. There is another option you can do to make him stay.
Speaker E:I do? Oh, can I? You speak with animals. Oh, no, he doesn't. Another option make him stay.
Speaker C:Do you have command?
Speaker A:Does not have command.
Speaker E:Oh, command. I have command.
Speaker A:No, he does not.
Speaker C:I was asking.
Speaker E:I have compelled to duel. Should I do that?
Speaker A:I can't answer that for you. You can. I'm gonna compel him to.
Speaker E:I'm gonna compel him to duel me.
Speaker B:Wow. Okay.
Speaker A:All right.
Speaker E:So I'm gonna compel him to duel me. Yeah.
Speaker A:You compel a creature into a duel. One creature that you can see within range must make a wisdom saving throw. Ana failed. Save the creatures drawn to you. Compelled by your divine command for the duration. It has disadvantage on attack, rolls against creatures other than you, and must make a wisdom saving throw even time. It attempts to move to a space that is more than 30ft. Away from you. If it succeeds on this saving throw, the spell doesn't restrict the target's moving for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than it, or if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30ft away from the target. So from here on out, no one else would have to hit it in order to keep the spell, and. And you would have to constantly chase. So I'm going to see if I can do a public roll here on mine digitally. D20, roll to everyone. Let me know if you all can see this.
Speaker C:Yeah.
Speaker A:Okay, so he rolled a three, and his modifier would not be enough. So he is now compelled to duel.
Speaker B:Whoa. Yes.
Speaker E:I got him, guys.
Speaker C:But we can't. We can't hit him, right?
Speaker B:He's gonna be like.
Speaker A:Not unless you want to keep the spell to end.
Speaker B:Correct.
Speaker C:Right. Okay.
Speaker E:Don't tell me. I hate nature.
Speaker A:All right, Is there any. Anything else on your turn.
Speaker E:Now? Since I compelled him, I can't talk to him, right?
Speaker A:You can talk to him as a free action.
Speaker E:Okay.
Speaker A:He kind of, like, stops in his tracks a little bit. I'm gonna say, like, he. In the time, like this is resolving. He moves a little bit more here, but like, he otherwise stopped right there. We'll say. Harold.
Speaker E:So, all right, so basically I'm gonna just say to him, like, dude, we're trying to talk to you, but you keep running away from us. And now you forced me to compel you to turn around.
Speaker A:He turns around. I find actions speak louder than words, and your actions are dishonorable.
Speaker B:Damn.
Speaker E:But you just said to us, you thanked us for killing these evil slime thingies for you. How are our actions dishonorable?
Speaker A:I'm going to say that is your free speech. It's going to come to his turn, and he's going to try. I'm going to do a public wisdom saving throw again to see if he is compelled to duel still, because he's going to try to move more than 30ft away from you at this point. Here we go. D20 roll to everyone.
Speaker E:Come on, three. Come on, three. Come on, load.
Speaker C:Yes. Sick. 19. Awesome.
Speaker B:Yeah, exactly. Sick 19. Awesome.
Speaker C:Perfect.
Speaker A:I should have said 19.
Speaker B:I should have said some higher number.
Speaker A:But I. I said three.
Speaker B:No, I mean, that's lying, actually.
Speaker A:One last time.
Speaker B:You're honorable. You're a paladin.
Speaker A:I bid you not to follow. For the guardians of the Forest are not happy with your s' mores event from earlier.
Speaker C:I bid you farewell to bite us.
Speaker E:There it is.
Speaker B:It always comes down to that. Huh? Who's the.
Speaker E:Who is the person that attacked the s'? Mores?
Speaker A:How did that start again? He's telling me you can catch up.
Speaker B:Greasy McGreasy hair was. Yeah. One day you wake up, you look in the mirror and you're like, maybe I'm the bad one.
Speaker D:Liam. Do I know who he's referring to as the guardians of the forest.
Speaker A:So I'm gonna let Orla make either a nature or history check. The rest of you just because your characters may have remembered it, but maybe your characters themselves weren't paying much attention when they were being admonished by Fizzlewick. Everyone else can make a history check as well to see if they remember.
Speaker D:I get an 11 certain information. So not terribly good.
Speaker A:I'll come to you in a moment. Gor Cuz we can possibly work yours off of the others depending on their roles.
Speaker C:Okay, 22.
Speaker B:What's the roll for? Are you right?
Speaker C:Yeah, I just hit my hand.
Speaker B:Wait, sorry. What are you rolling?
Speaker E:I got 10 for history.
Speaker B:Oh, history check. Okay, sorry. Too busy trying to look for song lyrics. History mystery. Check plus four.
Speaker E:I got 10 for history.
Speaker B:Oh, it's 23. Not net.
Speaker A:Yep. So a couple things are starting to fall in place for you all. You remember that the camp director, Fizzwith Bramblefoot told you that one of the s' mores creatures was a s' mores dragon, Nearly life size and rampage cage through the forest. And she had said a camper had almost died. You didn't get a good look at the Leona, but he wasn't looking quite. He had a couple almost like burns under his. Like on his neck, if you will. And Goldbar working off of that. And what you heard from Bramblefoot is that a lot of treants died that night. The forest near the camp inhabited was inhabited by a lot of treants and they might have been the protectors of the forest.
Speaker D:Gotcha.
Speaker A:Are we giving chase to our friend?
Speaker B:I mean, we're following.
Speaker C:I think Harold's gonna.
Speaker B:I feel like we.
Speaker A:So Harold's gonna chase. Yeah, I was gonna chase. And you're gonna take like a normal pace to kind of follow up. That way you're not kind of over endangering yourself. Is that what you're doing?
Speaker C:Right. Well that's. That's my opinion.
Speaker E:Harold too.
Speaker A:Okay.
Speaker B:I feel like we've done. I should try to make something better. Maybe before killing him.
Speaker A:All right, Belf. How long this week with animals? How long does that last?
Speaker C:It's a fantastic question.
Speaker B:Say what? I say six hours, A hundred days. Perfect. It's only been three.
Speaker C:I don't know because I can't open spell.
Speaker B:Why this is not working all the hours. That's what you should say.
Speaker C:Hold on my dn.
Speaker B:Let me.
Speaker A:Let me see if I can bring it up real quick.
Speaker C:I got it. 10 minutes.
Speaker A:10 minutes.
Speaker B:That's the old rules.
Speaker A:Maybe change. I know that. That should be the new one rather because belt has an updated character sheet.
Speaker B:So. Yeah.
Speaker A:Okay. I'm going to. Let's see. Let's roll a percentile to see.
Speaker B:It'S table time. Okay.
Speaker A:Your speak with animals ends before you catch up to Harold.
Speaker C:Damn it. Gentlemen.
Speaker A:Damn it. So you're all so being led by Belth. You all follow Harold's trail. And as you follow the path that the Leonin originally took, you're finding it's winding its way back towards closer to the camp forest. And you're being brought to a lot of the destruction as a result of the Smortus attack.
Speaker B:You.
Speaker A:Find herald at kind of like the edge of a clearing that then transforms into another path. And you see like Harold like standing like little his two like hind legs and like like squeaking.
Speaker C:I'm gonna. Do I have a spell slot? I do. I'm just gonna use my last spell slot and cast speak with animals again.
Speaker B:Wow.
Speaker A:Sure. Harold goes. He went in there but bad feeling. Bad feeling. He said guardians protect.
Speaker C:Okay. You did a fantastic job, my friend. Come here. And I put my hand down. I put him back in my pocket. And I put my ring back in my pocket.
Speaker A:Not normal.
Speaker C:It's normal. You're fine. You're fine. You're fine. You're always all good. It's all good. We're fine. Everything's okay.
Speaker A:Do you proceed to follow the path?
Speaker C:Well, I'm gonna tell everyone like, hey.
Speaker B:Pump the brakes, Harold.
Speaker C:Harold said bad feeling not normal. Take that from the rat. I don't know.
Speaker B:Liam. Do we know anything about treants and like do we know anything about them?
Speaker C:Are trees from Lord of the Rings? Yeah, like the tree people. Okay, that's a version of them.
Speaker A:They don't necessarily all speak common like the ones in Lord of the Rings did. You might also recall, does anyone remember what evidence you found at Sieg's Kitchen? His closet.
Speaker C:SAP.
Speaker A:He did find SAP. And it wasn't a normal SAP either.
Speaker B:Good note taking.
Speaker A:I don't remember.
Speaker C:Why?
Speaker B:It wasn't normal, though. That's really impressive that you remember. It's really impressive that you remember SAP. I don't know, because when we whisper, we think you can't hear us.
Speaker A:So are we entering the forest? Ever deeper.
Speaker C:I feel like I want.
Speaker E:I will go into the forest.
Speaker B:Oh, God. Wait. You know, we could run into, like, a bunch of trees and get killed.
Speaker C:I was gonna ask Goldor if he's getting any interesting vibes off the. The forest. Before we go trudging into said vibe. Weird forest.
Speaker A:I'll give you a moment as a group to adjudicate how you want to play this.
Speaker D:Am I getting.
Speaker E:These are my tree brothers. These are my tree brothers and sisters.
Speaker C:Yeah.
Speaker E:No, I walk into that forest, they are going to see me, and they're going to say they're going to welcome me with open tree limbs.
Speaker C:You go walk into the forest. I'm gonna. Goldor, any vibes we're getting off this forest here?
Speaker B:Because at first I was nervous, but now I feel better.
Speaker D:Do you have any vibes coming off this forest?
Speaker A:Is it like a perception check? I mean, do you want to make, like, either perception or arcana check or you tell me.
Speaker D:I'll take a perception check because my perception is by far my best.
Speaker A:Okay.
Speaker D:13.
Speaker B:Does Goldor sound like his voice change?
Speaker C:I was literally just gonna say, why do you sound like you Just like. What's the opposite of helium? What's that?
Speaker A:I don't know. Yes.
Speaker C:Gas thing.
Speaker B:Yeah, I don't know.
Speaker D:I think I may have a crappy connection to this.
Speaker B:Yeah, you sound like you're. You're. You know, like that sound of like. Like that creep. Wait, hold on a second. It sounds actually a lot like this. Wait, hold on. It is. Is it this one? This is golden.
Speaker C:That's exactly what it sounds like.
Speaker A:With a 13. You notice a very low to the ground near one of the trees. Along the path, a very small swirl of. A very small wisp of mist is swirling around a thinner tree.
Speaker D:How's that, guys?
Speaker B:Oh, yeah. You sound like you're a nerd. Okay, sweet.
Speaker A:You sound like a dwarf.
Speaker B:Again, you lost a Scottish accent, but you still sound like you.
Speaker D:So I'll point out the. I'll point out the. The weird mist over by the tree. I don't know what to make of that weird mist, though, so.
Speaker C:Oh, I don't have any spells left. God damn it. I was gonna see if I could detect magic, but I can't.
Speaker B:I think trees got good and evil, right? But it's not gonna.
Speaker D:Don't have anything useful like that.
Speaker B:Is that an arcana check? It could.
Speaker D:An arcana check.
Speaker A:You can do an arcana check.
Speaker B:All right. Can we all do it or just take one?
Speaker A:Just cuz anyone who wants to make an arcana check can make an arcana check.
Speaker B:All right. I got a 15, a 12, 13, 15.
Speaker A:Tree. Are you making one? No. Okay.
Speaker B:You're not making one. Oh, you're on the phone. That's what's happening. No thanks. No Aron is there for me. So.
Speaker A:You definitely detect a magical energy kind of coming from it. You don't know quite what will happen when you enter the forest, but it has something to do with the mist.
Speaker B:All right. Huh?
Speaker C:I say let's just maybe go.
Speaker D:Yeah, let's go for it.
Speaker A:As you start walking along the path, the mist rises, expands and swirls all around you. It is almost impossible to see anything around you. For a moment, all you can see are your limbs in front of you. You can hardly see each other. As the mist starts to settle.
Speaker B:And.
Speaker A:Still very much present, you notice that the landscape around you has changed. The trees that were normally to your left, right, forward, back, are not in the same spot. It's almost as like you're in a different place. But physically, you have not been moved. And right now you're in a little clearing with only one path ahead. The path winds between pools of stagnant water leading eastward and deeper into this misty forest.
Speaker C:Well, we're already here, so I guess.
Speaker D:We'Re going deeper into the forest then, aren't we?
Speaker B:I know, right? Is there any way to see if this is an illusion or if this is real?
Speaker A:Passive arcana perception. Like this is happening. This is happening.
Speaker B:Okay, it's happening.
Speaker A:You follow the path. You come to a standing stone. Its face is worn smooth by eons past. Only the symbol of a dripping pseudo pod, similar to the oozes you saw before, is recognizable. The path now leads east, west, back to where you came, or southward.
Speaker B:So the only thing we recognize is a pseudopod. But there's other symbols on there that we just don't recognize.
Speaker A:Actually. Orlop, you notice that as you take a closer look, you notice on the backside of that stone, there is almost like carved into it. The way fungus would grow, like in a network. Huh? But it's not actual fungus, but it's like that kind of depression.
Speaker D:Looks like something was covered. Then is it possible that there was something there in the past that's been.
Speaker E:Like cleared out or.
Speaker A:No, it looks Kind of clean. It looks like it was an intentional carving.
Speaker B:Huh.
Speaker A:If you want. So you can go back west where you came, you can go east, or you can go southward.
Speaker C:Where is this, like, symbol thing? Is it in the middle or is.
Speaker A:It like it's on a standing stone, like, kind kind of in the middle of your new clearing, if you will.
Speaker C:I don't know, do. Well, we're not going backwards, so no.
Speaker A:Okay, so then you have east or south.
Speaker C:Is there any, like. Like, maybe. Can I see if there's, like, footprints or, like, something from the lion going one direction or the other direction?
Speaker A:You see zero footprints outright.
Speaker C:That's sketchy.
Speaker A:You can maybe assume the line didn't necessarily have to go through. Through this recently.
Speaker C:This. Yeah. All right, we'll pick a direction, people.
Speaker B:Things are going south, so shall we?
Speaker C:Nope.
Speaker A:All right.
Speaker D:There we go.
Speaker C:That was crazy.
Speaker B:Thank you.
Speaker A:You enter the corridor and you get to just kind of like another clearing with a flat, moss covered slab of stone. And now you can go back north or you can go east or west.
Speaker C:Oh, we're so getting lost.
Speaker B:This feels like playing Zork in the 80s. Or left. What would you do?
Speaker D:This is like a mud to not get lost.
Speaker B:Oh, can we leave, like. Oh, should we. This feels like. Should we leave, like, little breakups behind us? I know. Can we. Yeah. Can we crunch up some. Are there any leaves or anything you could, like, just leave behind as, like.
Speaker A:A path or anything that you can post on? Leave some foliage if you want.
Speaker B:Yeah. Or, like, scratch them into the ground or whatever? I don't know.
Speaker A:Like, I mean, if it's leaf, it's. You know, there's.
Speaker B:We've disturbed the forest. Can I mess up the forest?
Speaker A:Oh, you can do. Do you want to go back the way you came and try to, like, do something or you want to just start plotting now? Like, how do you want to do this?
Speaker B:I guess just want to just maybe just some noticeable. Grab some leaves or something and throw them on our path. Just. I mean, it's not this. Maybe it wasn't there before. Something noticeable? Pebbles or leaves or something that's easy to grab.
Speaker A:Okay. You grab your pile of leaves and you leave them in this clearing.
Speaker C:Does anyone have anything that like, like.
Speaker B:A. I don't know, like fairy fire or something or. Like. What do you mean?
Speaker C:No, just like, anything to like, point us in a direction that we're not going to get lost.
Speaker B:What would this be like a. Like a. What would this be? Like a survival kind of thing? Like, survival check to see if we know where we're going or like, to pay attention.
Speaker A:You can make me a survival check if you want.
Speaker B:I guess. Yeah. My biggest focus is just kind of like remembering where we're going.
Speaker D:Or just 20 of my survival check.
Speaker B:Holy moly. Not gonna be that okay with a.
Speaker A:Nat 20 gold or nat 20 gold. This is like. Like the magic of the forest and the treants, like, trying to, like, slow you down. This, this. This is meant to be a little bit of a maze here. The mist is convoluting your path, and you can only see certain ways forward or back.
Speaker B:Huh. What were the original pass?
Speaker A:I will add Goldor, as you kind of peek back northward, you notice that any footprints that you left or anything like that, any disturbances from the previous kind of like, you could say, for lack of a better word, clearing room. It's kind of exactly back to the way it was, as if almost was undisturbed.
Speaker C:Did that carving that Goldar saw, where the fungus thing did that seem to look like paths to get to another side?
Speaker A:Oh, you know what? No. So that doesn't lead to other paths. But, golder, with your NAT 20, though I will say, like, probably other people have come through here and not. So what you see in the forest is not necessarily reflective of the trees other than the arrangement of the forest and the mist itself. So others can choose to live in, like, almost like this bubble of forest reality.
Speaker B:Right. But we gotta get through this maze somehow.
Speaker E:What if we tie a rope to somebody?
Speaker B:I just. How much rope do you think we have?
Speaker E:Well, I have rope, and it's 50ft. You have. Who else has rope?
Speaker D:I'm sure I have rope.
Speaker C:I probably do.
Speaker B:Between us, we have.
Speaker E:We just tie a bunch of ropes together.
Speaker D:50Ft of rope. Yeah. Tying rope together to find our way back is not gonna. It's not a winning strategy to go.
Speaker A:Far into the forest.
Speaker C:It's west or east. Is that our options?
Speaker A:Yes.
Speaker B:So we went south, and now it's west or east, Right?
Speaker C:Yeah.
Speaker B:There's no longer. Another south option is just. Now it's just westeries.
Speaker A:Correct.
Speaker B:I just. Pick one. Whatever. So. All right.
Speaker C:Pick one.
Speaker B:All right. So fine. Six or higher, it's west. Five or lower, it's east. I guess it would be smart if I picked up a 10 set a day. All right. Five. Five east.
Speaker A:You enter a new clearing. It's a dead end. Not only does the path end here, but you also find the remains of a camper who must have gotten lost in these cursed lands. You find some Skeleton remains enclosed in some wizard like robes. You see a camp badge on them that says the Wizened Stalkers.
Speaker C:I steal that and see if there's anything in their robes.
Speaker A:Absolutely. Let me.
Speaker B:I'm now gonna wear it as a memory of this person that died.
Speaker A:Give me one second.
Speaker B:If we knew what he looked like, I could use Shapeshift to look like him.
Speaker A:Hold on.
Speaker B:He's been here so long, he starved to death. I'm freaking out, man. I'm freaking out, man.
Speaker A:Oh, that's. I'm on the wrong. I almost gave you, like, 100 gold. Hold on.
Speaker C:You could do that?
Speaker B:Oh, that would have been fine.
Speaker C:That's fine.
Speaker B:Oh, instead, find 12 goals.
Speaker A:You find 12.
Speaker C:Okay, well, that's less than 100.
Speaker B:That ledger. That ledger would have been a little higher.
Speaker A:I. I went to the next tier of gameplay by accident for the.
Speaker B:The roll table. What?
Speaker A:When you're.
Speaker B:Anything special about that rope.
Speaker A:When you get to level five.
Speaker B:Wait, what does it say on the. What was it say on that?
Speaker C:I took.
Speaker B:Yeah.
Speaker A:Oh. Wizened Stalkers.
Speaker B:Wisdom Stalkers. Is that like another team?
Speaker C:I should have called our team.
Speaker B:We got the second best option. What is the. Can we do it? Can we remember? Or was that something we remember from camp? If there was a team of students called the Wisdom Stalkers. Should we roll on something?
Speaker A:Hold on. Pausing real quick to see if I remember. You only looked through one. The new log book last time, right? In the alchemy lab. You didn't look.
Speaker B:I took it with me.
Speaker C:No, just the new one.
Speaker B:Still have it. You're trying to flip through. I don't think I was supposed to take it, but I still have it.
Speaker A:No. Yeah. You would never remember this being mentioned. The Elix. The. The badge looks like very much like an old. Older style, you could say.
Speaker B:Okay. From another time.
Speaker A:Okay, so your only recourse is going back west. At the point do you move.
Speaker B:Okay, so maybe southwest is the best option.
Speaker A:So you only back west, back to where you came from.
Speaker B:Yeah. So if we go west, we can go west again. Correct.
Speaker A:As you attempt to move west, you find yourself between pools of stagnant water leading east into the misty forest.
Speaker B:Like when we first arrived.
Speaker A:Yes.
Speaker B:All right, so let's try going. Let's just try going west this time.
Speaker A:Nope, there's only east again.
Speaker B:Sorry. Lie to you. Let's go east this time.
Speaker A:The path and also the corridor behind you disappears. Sorry, I should have mentioned that.
Speaker B:Starting over.
Speaker A:So you go east again, and you come across the sanding Stone with the symbol that like the dripping pseudopod and like the. The fungus network on the back.
Speaker B:Can we take.
Speaker A:You may go south or you may go east.
Speaker B:Can we take a look at that stone one more time to see if anything looks familiar based on what are just walking around or different directions or if it gives us anything.
Speaker A:If you're looking to make a connection to that maybe specifically I will let you make a history check with advantage because of your background.
Speaker B:Seven sweet wise Asteri will give me a bonus bad 20. Oh my God.
Speaker A:Sheer moment of like brilliance connection.
Speaker B:It's happening.
Speaker A:You remember when you were in the director's office, you had seen a bunch of books on demonology and these are the symbols of two different demon lords. The Dweeblex is the pseudo pod facing one that you saw on one of the books and the fungus one on. I just don't want to. I already mispronounced the first one, so I'm gonna try to do better on the next one. A Zugat moi is the other one.
Speaker B:Zugatmoi. And a Dweeblex.
Speaker A:I will type that into the chat.
Speaker B:Yeah.
Speaker A:Ah, thank you.
Speaker B:Would any of us have a background we would know what those things know more about those things or. No.
Speaker A:Goldor.
Speaker B:Yeah, so I. I'll just say that I say that to them, Goldor.
Speaker A:You know that they're from the limit of things you've looked into and also your experience when you were younger. We could say in your formative years or even more formative years. I should say Zhugat moi is the demon lord of. Hold on. Just to make sure I get accurate here. The demon queen of fungi, lady of rot and decay.
Speaker C:That's so cool. Okay, would I know anything about the other one? Cuz like part from hell.
Speaker B:Oh, that's true.
Speaker A:No, because hell is different from the abyssal plains.
Speaker C:Gotcha.
Speaker A:Yes. Demons and devils are at odds and ends with one another often. You would know that at least.
Speaker C:Yeah, I've been. I've been called both. So I guess it kind of.
Speaker A:So you were still by this standing stone. And again, you can go back south to where you saw the flat moss covered slab of stone. Or you can go east this time.
Speaker B:Say that one more time. I'm sorry.
Speaker A:You can go south back to where the. You saw the slab of moss. Or you can go east.
Speaker B:So the. The. The Zukmoy and the Jubilee, where it is that was. Were they positionally on the stone in like cardinal directions?
Speaker A:Nope, not that you can tell.
Speaker B:Do you guys want to go the Direction we haven't been yet. Sure you guys want to go again? Same direct back in the direction we haven't tried yet.
Speaker A:Oh, sorry. I thought Bridget was saying yes. I saw her shading.
Speaker B:Oh, yeah. Goldar sri, everybody. You guys want to go back there? Yeah, let's go. Let's do it.
Speaker A:Okay. Sorry. You said south or east.
Speaker B:I'm sorry, I think we already went south. So let's head east.
Speaker A:Okay, you're gonna try east. Okay. Don't forget, you didn't explore all the avenues after going south because you had another option. But you're gonna go east now. So the trail continues. You open into a new clearing. There's only one pass going east. There's the path going back west where you came from. But in this clearing, it's a little bit darker. And a hundred pair of yellow winged blackbird eyes turn in your direction as you all enter. The silence is deafening. You could say rarely watching you from the and they're rarely watching you from the purchase of these dead s' more covered trees.
Speaker B:Oh boy. Can I try to do mending to try to fix a tree or. It doesn't work that way.
Speaker A:It doesn't work that way.
Speaker B:Gold or any. There's no way you have to heal nature, huh?
Speaker D:No, I don't think I've got much to say.
Speaker C:Heal nature as a whole.
Speaker B:Is that a spell? Heal nature, second level. I am afraid to walk any further right now.
Speaker A:Let me bring up this thing for us real quick.
Speaker B:Intriguingly used thomasurgy again at a hundred ravens.
Speaker C:They're just like looking at us.
Speaker A:Yeah, you see the eyes looking at you? That's it.
Speaker E:Should I speak to them guys?
Speaker A:What do you think?
Speaker C:Oh, God no.
Speaker B:What do you say? Like hey little cute birdie cuties.
Speaker C:Like hey, little glow eyed birds. What's up?
Speaker B:Hey.
Speaker A:Look at the little birdies. How cute they are.
Speaker B:You know what I think based on your opinion now, I'm not so against it.
Speaker C:I say we keep walking and see if they like follow us in their look. Like, are they tracking us or are they just looking at us?
Speaker A:Yeah, as you keep walking towards the kind of like the other out of here. Their eyes are just following you.
Speaker B:I'm gonna follow single file.
Speaker C:Why am I going first?
Speaker B:Well, I mean you started going, let's go. I'll go first. I don't care.
Speaker C:No.
Speaker A:So you're entering a winding path between clearings now. And as you are entering into the next clearing, the clearing is not so clear anymore. This next part is full of razor sharp Thorns. And at the other end, you still see another corridor east. But please make me a dexterity saving throw to make it through these razor sharp thorned bushes.
Speaker B:Dexterity saving Throw is yes. 15.
Speaker A:No.
Speaker B:19.
Speaker A:21.
Speaker B:21. 16 plus 4 is 20.
Speaker A:Did anyone roll below a 10? No. Okay.
Speaker E:Generally I do, but not this time.
Speaker B:Generally I do.
Speaker A:Carefully make it through to the other corridor unscathed.
Speaker B:Wow.
Speaker A:Bringing you into the next clearing. In this clearing, you can go back the way you came, or there's a path going southward. And in the middle of this clearing, you find a small but pretty deep like lake and something shimmering beneath the surface.
Speaker B:Do a perception check.
Speaker E:Shiny.
Speaker A:You can do a perception check? Sure.
Speaker B:I got a zero things.
Speaker A:Zero. Wait, you got a zero?
Speaker B:How? Wait, what?
Speaker D:Yeah, I'm sorry. Perception check.
Speaker A:They wanted to do. You can do something different if you want.
Speaker B:21, 19. 21, 21, 21, 19.
Speaker E:How did I get a zero?
Speaker B:Well, I guess we got the rest of the numbers you didn't get.
Speaker C:You probably rolled a number that was, like, minus whatever.
Speaker A:You see this shimmer, like, moving around. Does anyone want to try to interact with the water or try to like, anything, but all you see is kind of like. You see, it's definitely almost like a moving creature. We could say moving creature.
Speaker B:I feel it could be a type of ooze or something.
Speaker C:Right?
Speaker B:It could be a.
Speaker C:Can I, like. Can I, like, kneel down next to the water?
Speaker A:Sure.
Speaker B:I'm gonna Ready in action to grab bridge.
Speaker A:I kneel down next to the water, and you see. Oh, my God. Why am I blanking on the word? You see instantaneously growing in front of you. Oh, my God. What do we call the leaves that, like, frogs sit on on top of a water lily pad? A lily pad of bloom. And then the water splashes in your face and you hear my eyes.
Speaker C:Can I splash back?
Speaker A:You can.
Speaker C:Can I just take the water splash in the direction?
Speaker A:Yeah, let me just.
Speaker B:I hope this is, like, playful banter with you in this thing where it's take off an arm like Friday the.
Speaker C:13Th and pops up out of the water.
Speaker B:Can I ready an action to pull Bridget back.
Speaker A:Four orbs of light that are now circling around you and floating in the air. And every once in a while, as they make a rotation, they coalesce into, like, a tiny little, like, floating, like, pixie. And then they dissipate back into floating orbs going around the lake. You still see the shimmer in the lake, though. Actually, I would say based on probably your passive arcana. Either seven or maybe even Goldor. You recognize this as the spell dancing lights.
Speaker B:Oh.
Speaker C:I feel like Bella's just like looking around at the. Like she's now distracted by the lights. Like not distracted but like, like just like looking at the lights now. So.
Speaker A:So you're looking at the lights, you're distracted. Is anyone else interacting with the water? And then we're gonna call it. As soon as we resolve this, I'm.
Speaker B:Gonna do press digitation my own lights. Four of them.
Speaker A:Okay. You can make three of them.
Speaker B:Just kidding. Three of them. I won't have them dancing around. And can I have them kind of move around and then come together to form the shape of a person?
Speaker A:Sure, you absolutely can. After you do that, like you hear hehe so funny. And then you see coming emerging out of the deep lake here, a pixie.
Speaker C:I love pixie.
Speaker B:Greetings. Greetings.
Speaker C:Hi.
Speaker B:Hi.
Speaker A:What are you doing here?
Speaker B:Well, we're just.
Speaker C:We'Re just passing.
Speaker A:Just passing.
Speaker C:Mm.
Speaker A:What were you passing to?
Speaker C:I'm trying to go find our friend. Oh yeah. Looks like a lion. Have you seen him?
Speaker A:No. But if you want to get out of here, I could either tell you what to look for. I could bring you a little bit or to another. Another clearing or two.
Speaker B:I want to cast Zone of Truth.
Speaker A:You're going to cast Zone of Truth?
Speaker B:Yes.
Speaker A:Read me Zone of Truth while I'm looking at something.
Speaker B:If you encounter a pixie from four Golden Globes. Oh no. It says you create a magical zone that guards against deception with a 15 foot radius sphere center to the point of your choosing range until the spell ends. A creature that enters the spell area for the first time on a turn, it starts his turn there must make a charisma saving throw on a failed save the creature. The creature can't speak a deliberate lie. When in the radius you know whether each creature succeeds or falls in the saving throw. If an affected creature is aware of the spell and can thus avoid answering questions to which you would normally respond with a lie. Such creatures may can be evasive in its answer as long as it remains within the boundaries of the truth. Charisma Save 13 Duration 10 minutes.
Speaker A:Well, you didn't need to do. Are you casting it?
Speaker B:I think I'm gonna piss stuff. Yes I am. And just say just a bit of a safety measure.
Speaker A:Okay.
Speaker B:Cuz I, I know that it's going to know. So I think I'm going to be honest about it. Say I I. I mean no ill will but we have to be with do it Safe for us.
Speaker A:Well, that wasn't necessary. I was more than happy to lead you for a little bit or give you some tips. And she is going to. And the rest of you can still follow me, but she is going to make me a wisdom saving throw. Seven.
Speaker B:Okay. Sometimes you make bad decisions. Wisdom is saving. 19.
Speaker A:19. Okay. On a 19 for just a moment, you get polymorphed into a frog. But your. Your force of will to remain yourself, especially given your background and who you are and your. Your. Your nature as a. As a person, if that makes sense. As a shape changer, you turn back into yourself. That's no fun if you're not a frog. And with that, we're gonna end for today. I like her exploring the forest next time. Yeah.
Speaker B:Wow. Oh, this is cool. All right. Very awesome. On next episode of Campaign, we're gonna find that if this pigs are sees us as a friend, a foe, or something in between, a ribbit. Campaign is produced by Mike Levine, Liam McManus, Mike Orola, Bridget Vecchio, and me, Michael Hyte. I edit and mix our show. Our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced from Fanatical's 2023 music bundle featuring Dark Fantasy Studio. If you like our show, we hope you'll consider going to our show Notes and supporting the show. Doing so helps us put out more shows like this one. Thanks for listening and we will see you next time. All right, well, that's gonna do it for this episode of Campaign. We look forward to seeing you next time where we deal with what's in the air, what's still ahead, and getting some slime so we can figure out how to clear the name of an unappreciated rabbit and all that follow heroically in this heroic episode of Camp Pain, which is also a campaign. That was fun. Thank you, Liam. That was fun. Campaign is produced by Mike Levine, Liam McManus, Mike Orlip, Bridget Vecchio, and me, Michael Hite. I edit and mix our show. Our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced from Fanatical's 2023 music bundle featuring Dark Fantasy Studio. If you like our show, we hope you'll consider going to our show. Notes and supporting the show. Doing so helps us put out more shows like this one. Thanks for listening and we will see you next time.
Camp Pain #021: The Lion “Sneaks” Tonight (Season 1.5 Continues!) Our journey for the elusive chroma ooze takes a strange turn.
This week, the crew ventures deeper into the wilds beyond the Verdant Wanderers’ cabin—and straight into a misty waterfall clearing, where a mysterious hooded figure lurks. Is he simply watching… or orchestrating something far more sinister? TR-33 might have found a Lion friend. Harold might finally understand Bellith (but let’s not get our hopes up). And the forest? Well, it might not be thrilled with us. And just when you thought things couldn’t get weirder—names like Juiblex and Zuggtmoy start surfacing. Surely that’s fine, right?
Join Bellith Thornton, Guldor Firebeard, TR33, Seven of the NiteWood, and Liam the DM as we keep stumbling through our magical camp misadventure in Valdoria. At this point, we may need more than hit points to survive.
In the Sunfire kingdom of Valdoria, our adventurers attend Pyreglow Preparatory Academy—one of many schools training the next generation of heroes after the legendary Great Vanishing left the realm unguarded. Now, teens from across the kingdom have enrolled in the famed Camp Shimmer Lake, where danger, drama, and dice rolls await.
Camp Pain is a bi-weekly Dungeons & Dragons game hosted by Michael Heit from Hey Other Parents, Food & Fury, and Snackzeroth podcasts. Created and run by our extraordinary DM Liam, and starring Bridget, Orlep, Levine, and the occasional guest. Some of us are seasoned adventurers, others are still figuring out which dice is the d20. This podcast is more chaos than critical hits—if you’re looking for serious D&D, turn back now. If you’re here for fun, you’re in the right camp.
Produced by Liam, Bridget, Orlep, Levine, and Michael Heit. Edited and mixed by Michael Heit. Intro voiced by the one and only Koltrane. Music sourced from Fanatical’s 2023 Music Bundle featuring Dark Fantasy Studio. Official maps by Ethan, our youngest and most talented cartographer. We’re playing D&D 5E on D&D Beyond.
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